Difference between revisions of "Unathi Military Structure"

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Historically, the Unathi of Moghes have operated under a feudal levy system, where lords were required to maintain a personal and well-trained military force to be summoned by their liege in times of war. This tradition continues in a sense, with most lords of the Hegemony still holding levies - though it has had to adapt greatly to the realities of a modern interstellar empire.
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| align="center" | [[Notable Unathi]]  ·  [[Unathi Military Structure]]  ·  [[Skalamar University Of Medicine]]  ·  [[Contact War]]  ·  [[Unathi Religion]]  ·  [[Unathi History]]
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The Hegemony, the primary government of the Unathi, has a military that operates under a feudal system.


The nobility of the Unathi operate under a fuedal system of obligations and mutual protection, where Lords are granted certain priviledges. In exchange, the Lords are obligated to maintain a personal standing army to be summoned in times of war to defend the Hegemony or advance its interest. Legally, Hegemony Clans are obligated to provide 70% of their levy to the Hegemon during war. Historically this has been contained to Moghes, though in recent years, with the creation of a navy that can operate in deep space the feudal concept has expanded to include an admiralty.
= The Hegemonic Army =
The armed forces of the Izweski Hegemony largely rely on vassal levies, made up of the peasantry. During times of war, lords are required to conscript a certain percentage of their population to serve under them in the Hegemonic Army, with this percentage being set by the Hegemon and subject to change as the war demands. The largest percentage of levies raised was in the midst of the contact war, when the conscription rate reached 80% of all male Unathi in the Hegemony’s territories. This reliance on peasant levies to fill in the army has resulted in the Izweski having a tiny standing army, particularly when compared to their regional rivals in the [[Empire of Dominia]] and [[Republic of Elyra]]. Raising of levies generally tends to cause a significant drop across all industrial sectors, as their workers are called to war. For this reason, the Hegemony only calls its full army to bear in the most extreme circumstances, instead preferring to rely on '''Bannermen and Men-at-Arms.'''
[[File:Space refugees by thirteen dogs-da00teb.jpg|thumb|alt=Refugee Crisis.|A peasant levy stands watch over in a destroyed town staring out at the newly formed wasteland during the Contact War.]]
== Peasant Levies ==
Peasant levies make up a majority of the armed forces of the Hegemony when they are raised for war, which is only in the direst of circumstances. Most of the time, those conscripted are simply peasants working the land under their lord, not the normal jobs for soldiers. Untrained and generally under equipped, they act as fodder to bolster the strength of the professional trained regiments of Men-At-Arms, who are full time soldiers. To be called into a peasant levy is generally a harsh experience, with most levies being provided little to no training in military matters, instead simply equipped with the bare minimum of gear, and thrown into the fight. Their losses therefore are normally heavy, compounded by the callous disregard most of their officers(normally nobility) have for their ability as soldiers, instead seeing them as mostly meat for whatever grinder is nearby.


== The Army ==
Equipment within a Levy is the bare minimum of what one would bring into battle in the 25th century, normally consisting of a simple set of poor quality body armor, old rifles, and whatever spare equipment a noble can dredge up out of storage for war. However, despite how ill-equipped the levies are, morale is rarely an issue, as should a levy be raised to war it is a sign that the war is going badly for their leaders, and all hands are needed to ensure that their lands do not suffer because of it. Peasant Levies are usually inspired by being told they are fighting for their homes themselves, instead of a distant idea of honor or debt to their lords. Still, once battle commences peasant levies can not be relied upon to maintain their normally high morale, as their officers command them to engage in areas that are little more than meat grinders, long slogging engagements, mostly pinning down enemy forces until a professional force can come and kill them. These engagements extract heavy casualties from the peasant levies, who even if they are victorious, become disillusioned with the idea of fighting for their lord in such a way. Desertion after the first battle a peasant levy engages in is normally high, and Lords make every effort to publicly punish those they can catch.


The Hegemony's primary army is a shell of its former self. The many Lords all had levy's averaging between 400 to 12,000 soldiers ready to be mobilized and deployed. The Lords would lead these armies equivalent to human Generals, with the Hegemon being the overall commander. The total combined strength of the army is believed to have been around 2.3 million men.
Additionally, when peasants are called for a levy, they are no longer working their normal jobs on the home front. This leads to a marked drop in production of all goods whenever a peasant levy is called to war, and the high casualties mean production continues to suffer as fewer Unathi are now working the lands. This is the primary reason the Hegemony has been slowly working towards phasing out peasant levies, attempting to replace them with a standing army of Men-at-Arms, yet the finances of most lords are not to the point where the Hegemony would have access to an army the likes of their neighbors should peasant levies be fully abandoned. At least for now, the levy system remains, though ever since the Contact War levy requirements have been generally lowered across the nation.


Clan Lords were responsible with maintaining private retinues to defend their personal clan's holdings, or to be summoned by their greater Lord.
== Bannermen and Men at Arms ==
Since the beginning of the industrial era, it quickly became clear that armies required at the very least a core of professionally trained soldiers, instead of just massed peasantry with minimal training. The Sarakus Hegemony proved the value of a standing professional force during their wars of unification, and drafted the structure that still dominates Unathi military forces today.


Master at Arms, similar to a human Commander rank, directly lead the private retinue of a clan, which generally size between 30 - 700. They are almost, if not always, members of that Clan's immediate family.
=== Bannermen and Officers ===
Bannermen are noble Unathi outside of the normal feudal structure - not holding any lands but instead commanding a noble’s professional force of a regiment of Men-at-Arms. It was born out of the nobility's desire to ensure their classes continued control over the trained section of the army, not trusting peasants to consistently be loyal. As time has passed since its creation, there have also been more titles created to represent different levels of officers within a regiment that are still held by the nobility. Unlike other noble titles, the title of Bannerman along with other officer titles is non-hereditary, instead being an appointed one by the ruler to which the Bannerman gives fealty. However, many landed rulers will continually pick Bannermen from the same clans as a reward for trusted allies. The only landed title a Bannerman may hold is being the commander of a military position, where the title is non-hereditary and constantly changing hands between different officers.


After the Contact War most adult fighting men have been killed, made incapable, or abandoned Moghes in the face of the growing Wasteland and many Lord's inability to pay their men. The current estimated combined levy strength of the Hegemony is believed to be between 200,000 - 300,000, most of them consolidated in the Untouched Lands save for periodic expeditions to assault bandits or other minor threats from the lawless Wastes.
As stated, officers usually come from noble clans that have been long associated with the clan of the landed ruler. These clans, often referred to as ‘Shieldbearer Clans’, exemplify the martial leanings of the Unathi species, steeped in the traditions of Unathi war. From the time they first walk, male members of these clans will be taught the intricacies of command, strategy, and combat - all so that they may one day become officers themselves. Those who excel in this learning usually achieve this goal, becoming an officer in their liege's forces - but for the rest, very little remains tying them down to Moghes. Many of these so-called “wash-outs” instead look to the stars, where their years of experience and education in all matters of warfare are highly valued. Many become officers within the Hegemonic Navy, while some venture even further to employment within human corporations such as [[Zavodskoi Interstellar]], or various [[Private Military Contracting Group|private military contractors]], using their skills to line their clan’s pockets. These clans tend to be highly traditional and slow to embrace change, save for in the field of the army and its technology. Shieldbearer clans tend to be progressive towards the extreme when it comes to the organization of their military forces and the technology used on the battlefield. They constantly advocate for new equipment, training material, and tactical ideas to be tested or implemented, in whatever form they can. However many Lords cannot afford the cost of this, leaving those bannermen and their regiments beyond those pledged to the wealthiest of lords much worse-equipped than their contemporaries in other nations.


== The Navy ==
For those nobles who do eventually become an officer, a spartan life of war and preparation for it awaits them. The officer corps know that not only their individual lords but the entire Hegemony has only them and their men to rely on as professional soldiers in the event of a conflict - as barely any training is ever afforded to levied soldiers. As a result they will often push themselves and their troops to the absolute limit of training, constantly developing and testing new tactics and strategies, while keeping their skills and condition finely honed. The end result is that Unathi officers, especially those of higher rank, are some of the most skilled commanders in the Spur - so long as they are kept to the field of battle they know.


Currently the Hegemony has two fleets, unique in being a professional standing army rather than a collection of levys. Lord-Admirals command their individual fleets, with the human naval structure adopted to some degree. Captain's run the individual ships, with Commanders being the second in command of the ship. The navy maintains a force of 90,000 men, though it continues to grow as the Hegemony attempts to expand its power into space.
Officers pledged to a lord will often not start near the top of a regiment, instead starting as a Slhiri, or Troop-Leader, commanding the smallest units within their regiment. At this point the officer will probably be around sixteen years of age, and still undergoing heavy education in martial matters. These low-ranking officers are rarely viewed with the same respect as more experienced officers, but instead as arrogant, stubborn, and poor quality officers. Those who learn quickly may advance, slowly working their way up the chain of command to higher ranks - but many, now having been granted a command, do not, and remain poor quality officers at this lowest level. The result of this has seen regiments across the Hegemony have very talented high command, while those soldiers who actually take part in the fighting are frequently forced to suffer under the difficulties of incompetent officers.


=== Ship Classes ===
=== Men at Arms ===
Men at arms(also called Armsmen) are the professional soldiers of the Hegemony’s nobility, commanded by noble officers. Unlike the officer corps, armsmen are mostly peasantry, those Sinta who wanted to become professional soldiers instead of tilling the land for the remainder of their lives. However they live separate from the rest of the peasant population, isolated within castles or military bases when not deployed, and encouraged to remain so when they are. Men-at-arms are chosen in a variety of ways, from the local watchmen, notable levies on the field of battle, to applications and trials similar to boot-camps. Whichever way they are chosen though, to become a man-at-arms is to commit oneself to the Warrior’s Code, and live a life of war. Unlike other professional armies, there is no resignation as an armsman - it is a career position that one must serve in until they become too old, physically unable to fight any more, or perish on the field. However, for this life of service, they are owed a debt by their lord, not just in their standard wages, but a pension at the end of their service, whether that end comes from age or injury. This pension can sustain a Unathi in relatively comfortable conditions, not needing to be worked for, and is what all Armsmen dream of receiving one day. An armsman's pension is paid out to his clan should he die in the line of duty, which has led to many of the peasantry post-Contact War seeking to enlist in the hopes of helping their kin to survive.


'''Foundation-Class''' ships are similar to human Corvettes. They are small vessels designed for patrol or skirmish action.
The most common way that men-at-arms are chosen is from the countless former levies who fought in the Contact War. Many of the surviving warriors who fought for the Hegemony wished to remain in military life, instead of returning to their homes - as many of them no longer had homes to return to. While some of these men formed the backbone of the newly formed Izweski Navy, many of them have remained in the Army, enlisting as permanent men-at-arms. So many of these men enlisted that the Hegemon created brand new regiments tasked with securing the various Wasteland outposts, as well as patrolling key bases and locations across Izweski space which are deemed vital enough for the Hegemon to take a direct hand in overseeing them.  


'''Brawler-Class''' ships are similar to human Destroyers. They are larger and better armored than Foundations. They are usually equipped with heavy mass-driver weapons and reinforced shapes at the front of the vessel designed for ramming actions. They make up the majority of the Hegemony's navy.
Divided up into regiments each focused on a different aspect of war, men-at-arms spend nearly every day until their retirement under the direct command of their officers and any subordinates he chooses to appoint to assist his command. Each regiment is equipped in a different way, determined by their specialization, local lord, and available equipment. For example, a heavy infantry regiment may be equipped with breacher suits, heavy autocannons, and only stand at five hundred men strong - whereas a standard infantry regiment may be equipped with basic body armor, laser rifles, and stand at five thousand men strong. This difference in equipment and specialization makes those who have served in a regiment unable to truly relate to others who served in a different regiment, regardless if they served under the same lord. Regiments will interact with one another regularly though, with training exercises being incredibly common not just only within a Lord’s territory, but with those loyal to a different Lord of the Hegemony.


'''Bulwark-Class''' ships are similar to human Cruisers. They are equipped with heavy laser and ion weapons. Similar to Brawlers they are designed for ramming actions, with their large size making this action an immense threat to smaller ships.
These training exercises are the most constant part of the daily life for an armsman, with them being scheduled regularly by lords and their Bannermen - all in order to constantly keep their men not only physically impressive but mentally talented in the arts of war. The intense energy put into this training has left the Hegemony's armsmen as some of the best trained troops within the Spur, having vast experience in many different types of combat and engagements. These training exercises normally see armsmen vastly overpowered by their imagined enemy, whoever it may be - allowing for far better training not only for the officer commanders, but for individual armsmen who become used to the feeling of needing to fight an enemy better than they are. The results of this training were demonstrated in 2465, when the Hegemon and Overlord Hutay’zai used their armsmen to pacify extensive rioting on Ouerea. The pacification was carried out with brutal efficiency over a perid of two days - and while it resulted in thousands of deaths, only ten of the combined Ouerean watchmen and Hegemonic armsmen were killed during the unrest. However, the Hegemony's standing army has never been tested against a foe beyond internal Hegemonic issues, remaining untested should war break out with another power.


'''Hammer-Class''' ships are similar to human Battleships. The Hegemony does not currently possess a Hammer-class ship, favoring instead to jump immediately to the superdreadnaught class vessel.
While almost every noble in the Hegemony has a force of men-at-arms, the Izweski clan hold by far the largest force of profesional warriors at their disposal. The Hegemony, founded on the principle of rule through strength, necessitates a large force under the direct command of the Hegemon or those implicitly loyal to him. The regiments of the Izweski Clan, either pledged to the Hegemon himself or Lord's Clas Mirazuz Izweski, number in the thousands, with their associated armsmen accounting for over a third of all armsmen within the Hegemony. This massive professional force has been the main deterrent of rebellion during Not’zars reign, keeping potential enemies at bay.


'''Cataclysm-Class''' ships are a class of super-dreadnaught. The Hegemony possesses only one of these, it's namesake, but plans are in place to construct at least 10 more within 20 years. They are truly massive vessels, larger than any other military vessel available to the other factions save for the rusty Hiveships of the various [[Vaurca]] Hives. Despite its immense size, it is still designed to engage in ramming actions.
== Battle Order ==
The equipment of the different regiments of armsmen is as varied as their background, and depends on so many factors it cannot be easily defined. For those armsmen serving poorer landed nobility, equipment is markedly poor quality, and in poor condition as most purchases are either pre-war equipment or imported human weaponry. For those serving wealthier nobles or the Izweski themselves, they are often equipped with top-of-the-line Unathi-manufactured weapons, armor, and equipment.
 
=== Regiment Equipment and Type ===
==== Infantry Regiments ====
[[File:Unathivillage.png|thumb|alt=Unathi.|A Motorized Infantry Squad roles into a Wasteland Village.]]
Infantry regiments are the most diverse of the Hegemony's army, as nearly every lord of the nation has raised at least one. Their quality of equipment varies wildly, though for those pledged to wealthier lords or the Izweski themselves there is a general standard for equipment. The modern Hegemonic infantryman is usually equipped with a Hegemony-manufactured laser rifle, as well as a pistol and energy sword as sidearms. They do not have much in the way of conformity, instead simply using the colors of whichever lord they are pledged to, though they can be identified by their ceramic-metal composite body armor, also usually bearing the heraldry of their lord. Specialized troops within the regiment will also be equipped with extra gear, such as tripod-mounted weapons, medical supplies, or other specialized equipment.
 
Beyond the standard form, there are many varieties of infantry regimens, each with their own set of specialized equipment. The main two specialized infantry regiments that can be found are Motorized and Mechanized, which use half-tracks and exosuits respectively. Spaceborne and Waterborne infantry regiments are rare, largely only deployed by the Izwewki themselves.
 
Besides Spaceborne and Waterborne Infantry Regiments, which only the Izweski currently hold, Infantry regiments are limited to ground deployments - mostly on Moghes itself. They use the Izweski rail network to travel normally, though sometimes shuttles or aircraft are required for rapid deployment or travel or to Wasteland outposts. The Wasteland itself represents the largest deployment area for Infantry regiments, as the Hegemony is constantly fighting against its denizens and attempting to reclaim the more habitable areas of the border wastes. This fighting is normally on foot, with standard infantry regiments doing most of the work while the more specialized(and expensive) regiments are held back.
 
==== Heavy Infantry Regiments ====
The most famous of Unathi warriors, heavy infantry regiments are composed of heavily armored infantry in the famed breacher hardsuits, armed with the heaviest weaponry available. It is a common view throughout the Hegemony that energy weaponry is best-suited for lightly equipped troops who cannot carry the amount of ammunition that someone in a hardsuit can. For this reason the standard heavy infantry armsmen are normally equipped with projectile weapons - heavy sluggers, railguns and light machine guns all being commonplace. However, for those armsmen who have proved their worth and been assigned to specializations, a far more extensive range of weaponry is available - with many being ordinarily crew-served weapons repurposed for heavy infantry use. These weapons include heavy autocannons, rocket pods, grenade launchers and anti-tank weaponry, and are common to see among specialized armsmen of heavy infantry regiments, usually modified for use by a single soldier.
 
Despite the weight of their equipment and armor, heavy infantry regiments tend to be the most mobile of unmounted infantry, and remain more mobile than vehicles - able to climb or navigate rough terrain with the aid of their hardsuits. Breacher hardsuits used by most heavy infantry regiments are manufactured by Hephaestus Industries within the Hegemony, and the design for the suit as well as its specifications are a heavily guarded secret by both parties. Due in part to this, the suits are incredibly expensive on top of being highly advanced, making the equipping of a proper heavy infantry regiment an impossibility for all but the wealthiest lords. For this reason, those armsmen who have served in heavy infantry regiments are seen as the ultimate warriors of the Unathi, recieving great respect from both their fellow warriors and the general public. Yet despite their martial prowess, they are rarely deployed in the modern day due to the expense and training requirements of replacing a fallen heavy infantry armsman. Therefore, they are most often deployed in socially significant roles such as honor guards, or when excessive violence is needed to make a point against an enemy.
 
To become one of these warriors is a difficult task, as their high status allows those Bannermen in command of heavy infantry regiments to take only the best recruits - acting as an elite force for the Hegemony. At this time, only Lords to have proper heavy infantry regiments within their forces are the Hegemon himself and the five Overlords of Moghes, as lesser nobility cannot afford the cost of their creation and maintenance. As a rule, these regiments recruit only those who are already serving as armsmen, usually after they have proved themselves in one way or another. Once selected, recruits are then put through a grueling set of  tests known as the Anvil Trials designed to break those who are disloyal or too weak to be given the power of joining the heavy infantry. Very little is known about these tests, as the regiments attempt to keep them secret, but it is known that a few soldiers have died attempting to pass. After the tests are passed, the recruits are then given their armor and weaponry, before being inducted into the regiment for a year of training and further tests, after which they will either pass and join the Regiment or fail and be returned to their previous position.
 
==== Armored Regiments ====
Besides infantry regiments, armored regiments are the second most prolific form of regiment in the Hegemony, making use of tanks, warcarriers and other armored vehicles. Though they were deployed extensively on both sides of the Contact War, the armored regiments are largely overlooked in the modern day, with heavy armored vehicles seeing little use in the ongoing campaign to reclaim the Wasteland or in fighting the various insurgent groups that threaten the nation. Modern armored regiments tend to be deployed in supporting roles with infantry regiments, with their heavier vehicles largely going unused.
 
However armored regiments still do have some specialized equipment, notably the Courser - a recently invented tank designed for mobile fire support. Its design was mainly driven by the weakened Izweski Navy, as well as fears that the Hegemony would lack an armored force of its own should they be forced to engage rival powers in ground combat. As such it comes equipped with high-end jamming equipment, and a plethora of guns ranging from a 100mm direct-fire cannon to four 15mm autocannons. It is lightly armored for a vehicle of its size, having traded protection for mobility.
 
==== Artillery Regiments ====
Artillery regiments are considered a symbol of status and power among the Unathi nobility. Infantry regiments will often be complimented by some specialized members with simple mortar tubes or even proper artillery - but unless a Lord has a large force of men-at-arms or is constantly fighting at the borders of the wasteland, an entire regiment dedicated to artillery and artillery alone is rarely worth its cost. As they are used so infrequently, artillery regiments follow a standardized code of operations laid down by Yaret Akrezi, a bannerman who made famous use of artillery against the Traditionalist Coalition during the Contact War. The standard he set would go down as being ahead of its time in terms of military thinking, and be adopted universally among the Bannermen who came after him.
 
The standard composition of an artillery regiment set by Yaret Akrezi reflects the time when it was made, being useful only for a regiment providing artillery support for a large army such as those fielded during the Contact War. In Akrezi’s eyes, an artillery regiment should be built around a core of twelve batteries, each boasting sixteen 165mm guns, the standard gun for Hegemonic artillery. These artillery pieces are usually vehicle-mounted for ease of rapid artillery support anywhere on the battlefield. Half of these batteries should then operate independently of each other, instead being attached to other regiment groups and their commanding Lords, providing fire support for them. The other half should be held in reserve, and be shuffled around to where large-scale combat is occurring, lending all their guns to support that effort, hopefully tipping the balance in favor of the Hegemony. Outside of these twelve core batteries, an artillery regiment should have a robust network of supply to keep guns fed with fresh ammunition, and a further four batteries made up of six self-propelled light artillery pieces each. These light artillery pieces, mostly 105mm guns, would be spread out among the army, with none allocated for the main point of fighting, instead acting on the wings with the flank troops. Doing so, in Akrezi’s eyes, would allow the big guns to support the biggest groups who were going to decide the course of the battle, while still not depriving the rest of the army of fire support. Lastly, that there should be two batteries of twenty self propelled artillery pieces each, being made up of what we would know as MLRS’s, or Multi-Launch-Rocket-Systems. Akrezi envisioned these final batteries to be the only part of the Regiment, outside of the logistics system, under the personal command of the Firemaster, the Bannerman who commands an artillery regiment. They would act as the overall commander’s personal artillery batteries, able to assist anywhere they wanted fire support given. In his writings, Yaret Akrezi vaguely referenced the possibility of also allowing MLRS’s to fire small tactical level fission bombs, but does not go into detail about it, or recommend it.
 
In the end, Akrezi would get his wish. Following the conclusion of the Contact War and Akrezi's death, the Hegemony quickly realized their two biggest potential threats were the nations of Dominia and Elyra, both with larger navies than that of the Hegemony. Therefore, their tactics adapted accordingly, and Bannermen across the Hegemony began to ask what they needed to fight a war should they lose control of the planet’s orbit. Hephaestus Industries quickly picked up on this, and after acquiring weapon schematics believed to be from [[Zavodskoi Interstellar]](though it was never proven), began rolling out a line of self-propelled artillery, with the option of 165mm, 105mm, or MLRS weapons attached to the baseline chassis. The line was an instant hit, and Hephaestus found a market for their inventions as Bannermen across the Hegemony clamored to their lords to purchase them. Once done, those artillery regiments not already following Akrezi’s standards reformed to do so, and today the Hegemonic artillery regiments stand as the best organized aspect of their wider military. This standard of warfare is similar to the K'lax Hive's use of artillery warforms, and many K'laxan forces holding the feared Type BDE forms have been structured as artillery regements.
 
[[File:IzweskiBlimp.png|thumb|A sketch of an Izweski Sky Behemoth, the first aircraft used in war by Unathi.]]
 
==== Air Regiments ====
Air regiments are even rarer than artillery regiments, with the cost of maintaining a fleet of aircraft and training pilots being prohibitive for all but the wealthiest of lords. During the Contact War, air regiments on both sides were tasked with dropping nuclear bombs, as well as intercepting enemy bombers attempting the same. After the War's end and the total nuclear disarmament of the Hegemony, most existing air regiments were restructured entirely from scratch, equipped with newly-manufactured vessels and weaponry purchased largely from Hephaestus Industries to repurpose them for the potential of interstellar war. The modern air regiment is largely prepared for defensive warfare, with most of its aircraft being designed for the potential of enemy spacecraft assaulting an Unathi world directly.
 
There are three main aircraft used by modern air regiments, all manufactured by Hephaestus Industries. The first is the Gryphon-120, a space/orbital control fighter-bomber designed to enforce superiority within a planet's orbit. It has dual capabilities, being able to engage not only enemy fighters but smaller enemy ships with an incredibly large payload. Currently they are stationed in heavily camouflaged low-Moghes orbital stations for use as harassers against an enemy force. Currently, they are largely used by Lord-Admiral Yizarus in attempts to combat smuggling - though so far to little success. Second are the Gryphon-118s, another space-capable aircraft designed for air support to ground units. These are largely used for scouting and reconnaissance in the Wasteland, with most stationed at Camp Integrity - though several have been stationed at military bases on Ouerea to prepare for the possibility of a second revolution. The final aircraft of the Hegemony is the Irontooth-135, an incredibly large space-capable aircraft designed for bombardment on a planetary scale. These vessels are few in number and largely attached to the Navy in the modern day.
 
==== Support Regiments ====
Support regiments are the most varied type of regiment, and are usually only found under the command of lords with large armies. In most Hegemonic forces, the duties of a support regiment will largely be divided among other regiments - with only the largest forces requiring enough dedicated support personnel to form an entire regiment.
 
Support regiments provide a diverse range of support to front-line combat regiments. They provide an immensely varied range of support - from logistics to reconnaissance to repair and resupply. These regiments are incredibly rare, being found only pledged to Overlords and the Hegemon, who are the only ones who hold a large enough army to require dedicated units to support it. During peace-time, these regiments remain active to train with their compatriots - though most of them are unlikely to see combat.
 
=== Ranks ===
'''Auxiliary'''(Sinta’unathi: Rekeha): This rank is largely unused in times of peace, referring to the reserves of a nobleman’s levy called upon in times of war. Auxiliaries are required to spend at least one day of the week training with weapons, and are paid a small stipend from their lord for their readiness to fight. These men make up the bulk of a lord’s standing army - below the professional full-time soldiers, but above the largely poorly trained peasantry who may be called to battle.
 
'''Man-at-arms'''(Sinta’unathi: Rezasl): These men make up the core of any standing army - full-time professional soldiers of whatever lord they may serve. They are usually used to supplement law enforcement, protect their noble clan, and ensure the safety of a region against threats too great for local city watchmen to handle.
 
'''Specialist'''(Sinta’unathi: Ozas): An in-between rank, applied to warriors with skills outside of combat that are of use on the battlefield. This rank is frequently used for medics, engineers, technicians and any others, an odd mixture of any and all specialists within a lord’s military force. This rank is one of the rare positions where women have historically been permitted to serve, with healers often finding positions at this rank within times of war.
 
'''Standard-bearer'''(Sinta’unathi: Kiruki): These warriors are the equivalent to non-commissioned officers, with each kiruki being responsible for leading an individual squadron of soldiers on the battlefield. For many peasants, this is one of the highest stations that they can reach in life. A kiruki is responsible for the wellbeing and discipline of their men, and will usually be the first to be blamed for a disaster.
 
'''Troop-leader'''(Sinta’unathi: Slhiri): These warriors are the lowest rank of a Regiment’s officer corps, with each one traditionally commanding the smallest units of whichever regiment they are a part of. These officers are usually nobles, often young and untested, and they have a reputation for being arrogant and stubborn among the enlisted men.
 
'''Battle-leader'''(Sinta’unathi: Uezsla): These officers command a number of units, overseeing the Slhiri and reporting to their own commander, the Seiirak. Unlike Slhiri they do not command any fighting units of their own, instead leading a specialized command squad which helps them run the affairs of their portion of the regiment. These officers to date have all been nobility. The number of Uezsla depends on the type and size of a regiment, but there will usually be around five Uezsla in an average regiment.
 
'''Bannerman'''(Sinta’unathi: Seiirak): The commander of a single regiment of armsmen, appointed by their liege lord. In addition to commanding the regiment as a whole, they traditionally have a personal unit known as their banner - which often acts as an honor guard, protective detail, or elite force for their commander. Bannermen may sometimes command the regiment directly, but normally work through the chain of command to their Uezsla to ensure their orders are carried out.
 
'''Master-at-arms'''(Sinta’unathi: Ozur’saa): These men directly lead the private retinue of a clan, and will serve as the highest authority for an individual landed noble’s forces. They are normally selected from amongst the Bannerman, and act as the professional military adviser of the Lord. Should the landed lord control a small amount of land, or otherwise not required to engage in significant politicking, the Ozur'saa will also often be the Lord’s Claws, holding a seat on his council. However, for those Lords who rule over large sections of the Hegemony, or have powerful vassals to appease, they will often choose a more advantageous Lord's Claws. In this case, the Ozur’saa remains the Lord’s professional military adviser, but cannot sit on council meetings and often has to accede to the thoughts of the Lord’s Claws, whatever he may think of them.
 
=== Deployment ===
Nominally, all these forces fall under the Hegemon during times of war, their lords required to answer calls to fight at his side. Therefore, in addition to the peasants taken as levies, the Hegemon may also take the regiments of his lords to war, though he cannot directly command them. Bannermen, who command the individual regiments, will only answer to their lord or his Master-at-Arms, none other, including the Hegemon. Therefore, when the Hegemonic army is fully assembled, communication is the biggest issue it encounters.
 
==== Military Operations ====
Under the current law, the Hegemonic Army can be divided up into distinct forces - the armies under the command of Overlords. Each Overlord leads an army composed of the levies and armsmen of their own territory, and those of their vassals, who in turn call on the forces of their own vassals. Each portion of this army only responds to the lord who raised them, so commands must go from Overlords to lords, then to the officers of a regiment, instead of professional military commanders. This means that communication from the top of the chain of command to the bottom is incredibly slow and disjointed, as each noble lord commands a different number, variety, and quality of men than the next.
 
Due to these issues, the Hegemon and his Overlords tend to avoid calling their vassals' armsmen to war unless absolutely necessary, instead choosing to rely on their own personal forces. Should they be needed, however, a legal loophole allows a lord to simply request a vassal lend them the use of their armsmen. This allows for armsmen to be placed under the command of the liege lord directly, circumventing the communication issues that the normal means of raising troops causes. Should the Hegemony's army ever be mobilized for war again, this is likely how it will be called.
 
== The Modern Day ==
[[Image:Minimap hegemony.png|thumb|A closer image focusing on the factions surrounding the Izweski Hegemony's territory, showing it's precarious position between two rival powers.]]
Contemporarily, there is one thought above all else that flashes through every high officer of the Hegemony - the possibility of alien invasion. This concern has become the dominant driver of the nation's military planning - as tensions grow between Dominia and Elyra the possibility of the Hegemony being invaded as part of a war between the two begins to look more and more likely. The dominant desire of the Hegemony's military is to prepare for the potential of invasion, or of being dragged into a war between their major rivals.
 
The Hegemony as it stands is largely unprepared for ground combat, despite its troops' general competence. Elyra and Dominia both have larger armies and navies, and are more experienced in the realities of interstellar combat. Though the Izweski Navy's concentration in Uueoa-Esa is an effective deterrent, the outer colonies would likely be incapable of mounting effective resistance. As such, the Hegemony's defensive strategy relies primarily on mutual deterrence - on inflicting as much damage as possible on an invading force. Should Dominia or Elyra seek to seize the Hegemony's starways to assault their rival, they would likely triumph - but at such a great cost that they would surely be defeated by their rivals seeking to take advantage. Though this deterrent has been effective so far, the Hegemony's military commanders are uneasy with it, and are desperately pursuing means of restoring and expanding the Navy's power.
 
= Unathi Martial Tradition =
The Unathi as a species are widely perceived to be steeped in violence, honor, and war. Regardless of the truth of this stereotype, Unathi warriors have a long martial tradition - particularly those who have fought for the Izweski Hegemony. The first part of the culture of war is the [https://wiki.aurorastation.org/index.php?title=Unathi_Honor#Honor_for_the_Warrior Warrior’s Code], a code of honor that is applicable to all warriors - marking those who disregard it as shameful and dishonorable. However, the Warrior's Code is one which applies to all Unathi warriors, regardless of their origin - and the traditions and culture of the modern day have been, like almost every aspect of Unathi society, shaped in the devastation of the Contact War.
 
== The Contact War ==
Contemporary martial culture within the Hegemony is largely the product of the [[Contact War]]. The war which destroyed so much of Moghes also destroyed much of the martial culture that came before it, while nuclear fire provided the heat to forge the culture of those soldiers who fought it into something new. After the war ended, it became apparent that during the decades it raged, it had changed not only the men who fought but how Unathi, warriors and civilians alike, viewed war as a whole.
 
Before the Contact War, wars were seen as fleeting, short-spanning conflicts that rarely lasted more than a handful of years. As in any war, civilians were hurt as troops marched through lands taking whatever they pleased from the local population, but most wars since the War of the Honored Alliance were small-scale affairs. Surrendering, while shameful, was seen as a realistic option, and who won or who lost was not of great significance to an individual soldier. The Contact War changed everything. No longer was war limited, it was all-encompassing, the entirety of Moghes consumed by violence - and defeat would mean annihilation. Civilian and refugee casualties became more and more common as the untouched regions reached their capacity. Prisoners were no longer taken, surrender no longer contemplated - the war could only end in victory or death. As the war dragged on, the brutality continued - not even out of necessity, simply because those fighting in it had forgotten how to stop. In short, the Contact War was a traumatic event for the species - one which almost entirely eradicated the martial culture that had stood for centuries prior. For the soldiers who fought through the war, this shockwave hit the hardest. Their culture completely changed, as men who had seen too much returned home - or had no homes to go back to - were unable to readjust to civilian life. Many joined a piece of the Hegemonic army or the Hegemonic navy, while others became mercenaries or simply fell into despondency in the slums of major cities.
 
== Contemporary Culture ==
Forged by the events of the Contact War, the contemporary culture of Unathi warriors is one of duty, sacrifice, and totality. The trauma of the Contact War has forged a new mindset among the warriors who fought it - one in which victory is worth any price. Duty is the strongest part of contemporary warrior culture, an unwavering focus placed upon it. Any warrior, whatever their station, must do all they can to fulfill their duty, even if it is the smallest of tasks, for without duty a warrior is nothing. This sense of duty is all-encompassing, with a warrior's sole cause being to achieve victory no matter the cost.
 
The idea of dying for one's duty ties in with sacrifice. It is a new idea that all warriors must be prepared to sacrifice everything on the altar of victory, not only their own lives, but their honor, family, love, and even souls. The soldiers of the Contact War fought with everything they had, giving it all for the hope of a victory that would see their nation victorious, and their sacrifice is the most remembered of Unathi society today. Atrocities were committed during the Contact War, and with such frequency that soon minds became numb to the horror, people broke, and for those who managed to escape death, their sacrifice continued by living on having experienced, and partaken in the horrors of war. For victory, one must be ready to sacrifice everything.
 
This contemporary culture has been analyzed by human psychologists, and they find it nearly matches the symptoms of a person in a severe depression; never working to improve, just going about their tasks because they have forgotten how to do otherwise, and suffering all the while. It is theorized by psychologists across the spur that the events of the Contact War were so traumatic not just to a few, but to an entire species that it left a permanent scar on their psyche, one that manifests itself as a severe depression within culture. The exact reasons behind the development of these cultures, and these feelings within the Unathi as a species may never be known, but it is clear that the Contact Warr played a part, and most likely left its trauma with no regard for who it parted it to.
 
= The Kataphract Guild (Saa’Izweski) =
An ancient order, the knights of the Kataphract Guild have long enjoyed a storied place in Unathi history, as defenders of the helpless and a scourge upon the wicked and dishonorable. While their historical role was more complicated at the best of times, ranging over their history from strict adherents of the Warrior’s Code to little better than mercenaries, the popular perception of the ancient knights remained as one of bold, honorable and fierce warriors. During the rise of the Sarakus Hegemony, the Kataphracts were viciously crushed by the first Hegemon Sarakus, and their order would not be revived for centuries, until Not’zar Izweski restored them in 2459. The new Kataphracts are a fusion of the best ideas of the ancient order and the practical realities of modern Unathi - they are sworn to follow the Hegemon and the Warrior’s Code equally, and act as an elite military force to bolster the Hegemon’s personal strength when necessary.
 
When not necessary, they travel the Spur, largely using repurposed naval vessels, seeking honorable causes to fight for, as well as lending their services as mercenaries to many across the stars. Kataphracts have been found in many military conflicts across the Spur, with the largest of these being the S’rand’marr Coalition, where many Kataphract knights fought for the [[People's Republic of Adhomai|People’s Republic of Adhomai]] in the Second Revolution. This fighting is done partially to maintain themselves, as the Kataphracts are only paid by the Hegemony in times of war - and to increase their skills as warriors. Kataphract knights are known as Saa’Izweski, or simply Saa for the sake of brevity.
 
Kataphracts generally prefer to fight in melee, though they do tend to carry energy pistols and the occasional slugger. Their traditions of combat are viewed as antiquated by some - however, underestimating a Kataphract is a fool’s mistake. They are some of the most highly-trained and well-equipped warriors that the Unathi species has to offer, and have overcome seemingly insurmountable odds time after time.
 
== Ranks ==
The ranking of the Kataphracts is far simpler than that of most militaries, resembling that of a guild more than an army.
 
Kataphract-Hopeful(Zo’saa): The Zo’saa are the bulk of the order’s fighting force, made up of those who wish to earn the right to call themselves Kataphracts. Their lives are hard and regimented even by military standards, training at all times of the day and night in whatever conditions they may find, from battles as mercenaries across the Spur to surviving the harsh sands of the Moghresian Wasteland. Several K’lax warriors have also become Kataphract-Hopefuls, and though their understanding of the Warrior’s Code is often poor compared to their Unathi counterparts, they have proved a fearsome addition to the order’s forces.
 
Kataphract Knight(Saa): These are the warriors of the Kataphract Guild, who have earned the right to call themselves knights. They range in age, experience and skill, but all of them have completed the gruelling trials of a Kataphract-Hopeful and sworn their oath before whatever faith they may follow - to uphold the Warrior’s Code, to obey and defend the Hegemon and his people, and to protect the innocent against cruelty and dishonour wherever it may be found.
 
Kataphract Knight-Captain: These are the more seasoned commanders of the Kataphracts, usually found in command of a vessel or a large group of knights and hopefuls alike. When multiple Knight-Captains come together in a particularly large operation, they will often elect one from among them temporarily to serve as the commander of the force.
 
High Kataphract: The leaders of the Kataphract Order, the council of High Kataphracts are the highest authority for the guild in its entirety. They are few in number, and seasoned warriors one and all, answerable only to the Hegemon. When the order in its entirety is called to war, they are responsible for summoning the knights from wherever they may be, across the Spur, and for deploying them as the Hegemon wishes.
 
= The Navy =
[[File:Moghes_porposal.png|thumb|The flag of the Izweski Hegemony. It is used as the Naval Ensign for the Izweski Navy.]]
The Navy is a true professional force, and the bulk of the Izweski’s armed forces. Currently, the Navy has three active fleets, with many of their larger ships currently mothballed in Uueoa-Esa due to lack of phoron supplies. Fleets are commanded by Lord-Admirals, and deployed across Hegemony-controlled space. The Navy’s lower ranks are structured similarly to those of traditional Unathi armies, with men-at-arms making up the bulk of a naval vessel’s enlisted crew. For officers, however, the structure of the Navy is based largely on human interstellar navies, with captains commanding individual ships and commanders acting as their second-in-command.
 
The Izweski Navy is a relatively young organization - but that does not mean it is an untested one, as myriad clashes against the pirates of the Badlands and Sparring Sea have let the Navy cut their teeth in battle. While they have yet to face a true interstellar conflict, the warriors of the Izweski Navy are disciplined, experienced and well-trained - though only time will tell whether or not that will be enough.
Due to the phoron scarcity, the Izweski Navy is greatly weakened - with the vast majority of its ships relying on bluespace travel. In order to conserve valuable phoron resources, all ships larger than destroyers are currently on standby in the Uueoa-Esa system - leaving the outlying colonies of the Hegemony open to attack.
 
The arrival of the K’lax Hive in Uueoa-Esa has been a great boon to the Izweski Navy - with the plentiful labor and advanced technology of the Vaurcae helping greatly in both the construction and crewing of the Navy’s vessels. The Queen Vedhra has been particularly invested in the Izweski Navy - believing that the K’lax must be capable of interstellar warfare for the inevitable return of the Lii’dra Hive to the Orion Spur.
 
== Naval Fleets ==
The Izweski Navy is divided into four fleets, with three currently being active.
 
The First Fleet is commanded by [https://wiki.aurorastation.org/index.php?title=Notable_Unathi#Lord_Admiral_Trazial_Yizarus%2C_Izharshan%27s_Bane Lord-Admiral Trazarial Yizarus], known as “Izharshan’s Bane” due to his victories against the pirates of Izharshan’s Raiders. He is one of the most experienced military commanders in the Hegemony, a decorated war hero, and a fierce supporter of Not’zar Izweski, having stood by the Hegemon’s side since before his ascent to the throne. The First Fleet’s flagship is the famed '''HMV Cataclysm''', the first of the Hegemony’s dreadnoughts. Currently, the First Fleet is tasked with protecting Moghes.
 
The Second Fleet is commanded by '''Lord-Admiral Oyuti Gour'za''' - the first commoner to ever be appointed to such a prestigious position. Gour’za is known to be an aggressive, ambitious and highly intelligent commander, known to be extremely restrained and focused on his work - knowing full well that the slightest slip-up will be used by the nobility to call for his removal from his position. The flagship of the Second Fleet is the '''HMV Catastrophe''', a Cataclysm-class dreadnought. The Second Fleet is currently tasked with the defense of Ouerea.
 
The Third Fleet is commanded by '''Lord-Admiral Za’Akaix’Xitac K’lax''', a Vaurca Warrior of the Queen Vedhra’s brood and a brilliant tactical mind. Though young, they have rapidly earned the respect of the Sinta serving under them - and while their strategies may be considered unorthodox, none can deny their effectiveness. Armsmen of the Third have given themselves the nickname of the ‘Xsain Fleet’, in reference both to the Vaurca commanding them and the seemingly incomprehensible nature of Xitac’s tactics. The Third Fleet is commanded from the '''HMV Annihilation''' - the third Cataclysm-class dreadnought, which is currently positioned in orbit of Tret. Currently, the Third Fleet is inactive, with its ships having been shuffled around to bolster the Navy’s other fleets.
 
The Fourth Fleet is a recently established one - while it was planned for, the phoron crisis caused rapid adjustments, with nearly every ship still capable of affordable interstellar travel being assigned there. It is under the command of Lord-Admiral Xitac, and it is responsible for protecting the Hegemony’s colonies outside of Uueoa-Esa - no small task, especially given that the fleet solely consists of Brawler and Foundation-class vessels. While it serves for scaring pirates and marauders away from Hegemonic colonies, no one is under the delusion that the Fourth Fleet would be capable of facing a rival nation’s navy on equal measure.
 
== Naval Personnel and Equipment ==
=== Personnel ===
The navy, much like the ground forces of the Hegemony, is broken up into two distinct personnel categories. The officer corps, composed of mainly nobility and some K’lax Warriors; and the enlisted, which is an odd collection of Unathi Peasantry, K’laxan Vaurcae, and even some lesser nobility who were unable to become officers immediately. They use the same ranking system as the Hegemonic ground forces, with key differences in the officer ranks - based instead on human interstellar navies, with officers given far more power over their assigned ships. The biggest difference of naval officers though is their position as a standing force of the Hegemon. Instead of being loyal to vassals or other Lords of the Hegemony, naval officers swear fealty directly to Not’zar, making the navy his and his alone, granting the Izweski total control of the star lanes. This is not the case for enlisted crew, who instead swear fealty to the officers(lords) of their ships, swearing new oaths every time they are transferred from one ship to another, or a ship command is changed. It is this that allows Hegemonic naval officers to take the title of Lord-Rank, instead of a simple rank, such as Lord-Admiral Trazial Yizarus, the most famous Unathi naval commander. [[File:Izharshan.png|thumb|right|A refitted ship going through space. Ships like these were what made up the vast majority of the original Izweski Navy.]]
 
However, having enlisted crew swear allegiance to their officers instead of the Hegemon directly has been met with criticism by some, most notably Mirazuz Izweski himself, and not without reason. When Hegemon S’kresti fell into a coma in 2458, a succession crisis erupted within the Hegemony between Not’zar, Skresti’s eldest son, and Lord S’linzar Ickza, S’kresti’s son-in-law, over who should be given the title of Lord Regent. Half the fleet officers defected from the Izweski Clan under the command of Lord-Admiral Azikyui Yizarus, Trazial’s younger brother - and the enlisted men, bound by oaths to their officers, went along with them. While the crisis was averted, and Not’zar eventually placed as Lord-Regent of the Hegemony, it illustrated the potential issue of disloyal officers, particularly those who were from the original pirate fleet assembled by S’kresti. Not’zar would respond to this by initiating a fleet-wide purge of officers under the direction of Lord-Admiral Trazial Yizarus - who had sided with the Lord-Regent during the crisis - in order to turn the naval officer corps into not only a professional force, but one that was loyal to the Izweski alone. This purge laid the foundation of the modern officer corps known today, with sweeping reforms that for the first time opened education centers similar to officer-candidate-schools, where potential officers would be taught the fine points of space warfare, while also heavily indoctrinated with engrained senses of loyalty to the Izweski. Yizarus would use his powers as director of the purge to install many of his clan within the reformed officer corps, resulting in clan Yizarus making up a vast majority of the navy's higher ranking members. With the arrival of the K’lax, Not’zar saw an opportunity to expand these schools as well as the navy itself, and began inducting K’lax as not only instructors, but officers for his new fleet. Today, the officer corps of the Hegemonic navy is composed of military professionals, who despite using outdated tactics, are loyal and eager to serve their Hegemon and his clan, but who will also never forget the betrayal of half the fleet during the succession crisis.
 
For the enlisted however, the story is different. Little has changed for them since the Hegemonic Navy was first formed, and they toil under their officers the same way they always have. Ships have become more modern and training generally become higher quality, but for many advanced tasks, officers are still relied upon. For many of the enlisted ranks, they are keenly aware that despite having reached a pinnacle of what may be their military careers, and trained beyond what even some armsmen undergo, they are still lessers of their officers, who view the enlisted as little more than rabble whose help is needed to run the ship in combat. The enlisted members of the navy are trained to do their tasks in rote order, doing one thing after the other day in and day out, rather than truly thinking for themselves. Onboard a Hegemonic vessel, whenever serious repairs are undertaken or things outside of what enlisted would consider their daily tasks done, it is common to see officers holding the tools, or completing the task; though sometimes, a particularly trusted enlisted man might be given a rank similar to standard-bearer, plus some extra training, and work in an officers stead. This lack of intensive training for the enlisted of the navy is born out of a mistrust by the nobility of the Hegemony, who Not’zar was forced to yield to. The biggest concern for any noble is that a peasant uprising would be able to occur aboard one of the vessels of the Hegemonic Navy, and that the peasants, once in control, would be able to effectively operate the vessel. Therefore, outside of the countless minor tasks needed to keep a starship functioning, the training of larger operations, such as firing the weaponry, piloting, and so forth, is entrusted only to the majority noble officer corps.
 
It is debatable what effect this has had on the effectiveness of the Hegemonic Navy. One could argue it has no effect at all, but that would only be because the Navy’s tactics are so outdated that their baseline effectiveness is too low for this type of stringent difference in training to have an effect. What is more important is the effect that this has on the Navy’s morale. While officers generally live in good conditions, well compensated for their service with a high degree of freedom, the enlisted ranks find themselves curtailed, poorly-compensated, and looked down upon by their officers. Morale within the enlisted ranks is therefore incredibly poor, with consequences for the Hegemonic Navy. Under Not’zar’s reforms post-succession crisis, he believed that the enlisted ranks could be filled out on a volunteer basis - a man would volunteer for a set term, before either re-enlisting or being discharged to pursue other goals. Due to poor morale, re-enlistment rates within the navy are incredibly low, near twenty percent for non-Vaurca, resulting in what many call a “revolving door scenario” where men simply move through the navy instead of remaining in it. These men mostly look beyond Moghes to the rest of the stars for future work, using their limited experience with the Hegemonic Navy to secure positions with human megacorporations throughout the rest of civilized space. So far, there has been no attempt to reform the navy to deal with this problem, as the Hegemony has been dealing with more pressing matters. Mizaruz Izweski has begun to make noises about it, calling it a shame, and pushing the Hegemony - most notably the Yizarus clan - to begin reforming the navy so that it may better treat its enlisted members, and thereby hold onto them for longer.
 
As the Navy and the Kataphract Guild have served similar roles - acting as forces directly answerable to the Hegemony - it is perhaps natural that a rivalry has developed between the two groups. Some among the Navy’s personnel tend to, though with respect for their prowess in combat, view the Kataphracts as arrogant - seeing their adherence to ancient tradition as nothing more than a way to make themselves seem more grand, and their mercenary work across the wider Spur as a dereliction of duty. The worst views of the Kataphracts among the navy see the wandering knights as treating their service to the Hegemon as an inconvenient fact rather than a duty, and wasting the resources given them by the Izweski on wandering about the Spur going on adventures.
 
The Kataphracts, meanwhile, have a similar opinion of the Navy - believing that, though they provide a necessary service, they are not true warriors, only experiencing combat from across the vastness of space - and that their insistence on looking down on those who serve the Hegemon elsewhere dishonors them. Though the two groups have often cooperated in military actions, there is a general spirit of competition and one-upping between Kataphracts and Naval forces when this does occur - with the Kataphract-Hopefuls tending to become far more invested in the rivalry than their superiors.
 
<div class="toccolours mw-collapsible mw-collapsed" style="width:99%; overflow:auto;">
Ranks of the Izweski Navy
<div class="mw-collapsible-content">
'''Naval Auxiliary''' (Sinta’unathi: Zurekeha): As the navy is a fully professional army, there are no such things as levies. Thus, despite similar names, Naval Auxiliaries do not work exactly like their planetary counterparts. Naval Auxiliaries are, for all intent and purposes, a new recuit still learning about life on a ship. These can fill many roles so long as they are supervised by other crewmembers, when they are not taking care of chores across the ship. Auxiliary are paid a pittance, but thankfully rarely stay at this rank for long, as it generally takes just a month or two for them to reach the rank of Shipman.
 
'''Shipman''' (Sinta’unathi: Zunha): The backbone of the Izweski Navy, the Shipmen can tend to anything across a ship, from security to cooking, from logistics to gunnery, boarding and EVA combat to engineering. Shipmens are never seen operating on their own, unless something went truly wrong, and are instead under the constant of authority of another superior, no matter their situation or role.
 
'''Naval Specialist''' (Sinta’unathi: Zuozas): Much like with their planteray counterparts, this is an in-between rank, applied to shipmen with skills outside of combat that are of use on the battlefield. This rank is frequently used for medics, engineers, technicians, chaplains and any others, an odd mixture of any and all specialists within a lord’s military force. Though the Navy happens to have a little more women in its ranks than in the plantary force, the rank of specialist is still the place where they are more often seen.
 
'''Flagbearer''' (Sinta’unathi: Zuruki): As the name suggests, the Flagbearers work much like their planteray counterparts as well. They are tasked with leading entire teams as well as taking responsabilities for them, and these teams might fill any role, they could be compared to the department command members of the Horizon in that sense. Flagbearers can also rarely be seen commanding ships, generally small shuttle-sized crafts to lead a fireteam, for instance.
 
'''Shipmaster''' (Sinta’unathi: Karzuo): The lowest ranks for officers, the Shipmasters, as the name implies, get to command their own ships. Said ships, however, are generally smaller or otherwise less important crafts: Foundation-class Corvettes, ships relagated to lone patrol missions, support and logistics crafts, and so on.
 
'''Squadronmaster''' (Sinta’unathi: Uzwezuo): Squadronmasters get to command their own ships as well, though these are very often much more important. Brawlers, Bulwarks, and the occasional support ship if its mission is truly important. As their name suggest, though, their authority extend beyond their own ships. The vessels Squadronmasters lead are rarely alone, and have their own small fleet, a squadron, around them, with strike and escort crafts that are all under their authority.
 
'''Admiral''' (Sinta’unathi: Zura’saa): Traditionally called Fleetmasters in the old Moghesian Navy, the Admirals earned their new name as the first modern fleets of the Izweski Navy were formed to differentiate them from their planetary counterpart. The Admirals are tasked with leading an entire fleet, as well as the flag-ship they command from. In practice there are currentlyonly four Admirals, one for each fleet. Beyond being military leaders, Admirals also have some political sway, and are often called to provide advice to the Hegemon itself, [https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&comment=170235 for instance when Hegemon Not'zar Izweski gathered the Admirals to discuss about how implicated loyal pirates should be in their service].
</div></div>
 
=== Vessels and Equipment ===
When it was first formed at the order of Hegemon S’kresti, the Izweski Navy was a ramshackle collection of vessels - stolen and retrofitted civilian freighters and shuttles, with crudely-mounted weapons - capable of defending against pirates, perhaps, but not of facing any greater threat. Though the Navy was able to threaten the forces of the [[Sol Alliance]] and [[Nralakk Federation]] into withdrawing from Ouerea, no one among the Izweski was under any delusion that if the alien powers had chosen to remain on the planet, the fledgling Navy would have stood a shadow of a chance.
 
Since then, however, enormous strides have been made. The Izweski Navy has vessels of its own, and well-equipped and professional troops aboard them. This is in large part thanks to two factors - the investment of Hephaestus Industries, and the arrival of the K’lax Hive in Uueoa-Esa. Though a Hegemonic shipbuilding guild did exist briefly in the form of Hegeranzi Starworks, it was unable to live up to the Hegemon’s expectations, and was soon absorbed by Hephaestus. With the aid of Hephaestus’s wealth and experience in the field, the earliest versions of Izweski-designed ships began to be produced - which was only amplified by the arrival of the K’lax. Though the Vaurcae had little experience with spaceflight, they had access to technology far beyond the wildest dreams of the Unathi, and their ability for mass industrial work was invaluable. Through working with K’laxan and Hephaestus scientists and engineers, the Izweski Hegemony has begun to produce five main ship classes, as well as various associated shuttles, fighters and gunships - a comprehensive list of which can be found [[Unathi Spaceflight|here]].
 
Many of the Izweski Navy’s military vessels are equipped with weapons produced by human manufacturers - with Kumar Arms rotary guns often being seen on the smaller corvettes and fighters of the Navy. However, their engineers have made great strides in weapon design, and much of the Navy’s modern-day equipment is now Izweski-designed, Izweski-produced and Izweski-wielded.
 
The '''Hegemony Model I ‘Bruiser’''' was the first spaceship-mounted weapon to be designed by Izweski engineers - a simple enough design for a heavy ballistic cannon. The Bruiser is also notable for the light weight of its ammunition, allowing an Unathi to carry a shell without need of mechanical assistance - minimizing the expensive equipment that a vessel might require to fight. The Model I Bruiser was inaccurate, slow to fire and prone to overheating, leading to the design of the commonly-used Hegemony Model II ‘Bruiser’, largely seen on the corvettes and destroyers of the Izweski Navy. The Model II is faster, more accurate and capable of firing at much higher velocities, enabling the smaller ships of the Navy to punch above their weight class in battle.
 
The '''Hegemony Model III ‘Fury’''' is the main armament of Brawler-class destroyers - a heavy mass driver weapon designed by some of the brightest minds of the K’lax. Firing enormous magnetic slugs, the Fury is capable of tearing lightly-armored vessels such as those often flown by pirates to shreds. Each of the Hegemony’s Cataclysm-class vessels is equipped with a full battery of these guns, and the theoretical design of the Hammer-class would also rely on these as its primary weapon.
 
The '''Hegemony Model IV ‘Aperture’''' is only an armament in name, equipped on most small vessels such as Brawler and Foundation-class vessels, and is essentially a battery of cannons designed to fire boarding pods containing heavily armored Unathi or K’lax warriors into enemy vessels, where they will wreak havoc. The Aperture is the result of Unathi ground forces being much better equipped compared to the navy, and their powerful hardsuits often providing a notable advantage even in space battles. It is usually equipped on smaller, fast-moving vessels as according to Izweski battle doctrine, these vessels should close the engagement distance with an enemy fleet with capital ships providing fire support from a stand-off distance.
 
The '''Hegemony Model V ‘Sk’akh’s Spear’''' is the first energy weapon designed by the Izweski Navy - a heavy laser cannon, designed to tear through even the heaviest of armor. The size of these cannons leads to an enormous power strain on the vessel, meaning that only the larger ships of the Navy are capable of firing them for any amount of time. Their power drain can also cause wild fluctuations in a vessel’s shields, and while this has not proved a fatal flaw so far, it may prove troublesome for the Navy in future. Due to its design being based on the energy weapons often used by Izweski ground forces, the Model V’s beams have a distinctive golden glow to them - resembling some ancient depictions of the Aspect of the Warrior, and granting it its name.
 
The '''Hegemony Model VI ‘Shieldbreaker’''' is the other energy weapon currently fielded by the Izweski Navy - an enormous ion cannon, mounted on Bulwark-class vessels. The Shieldbreaker is designed for exactly what its name says - to overwhelm shields and guidance systems of enemy vessels, allowing the fleet to annihilate the helpless vessel. Similarly to the Model V, this weapon drains enormous amounts of power - and due to its electromagnetic pulse, it cannot be fired without first lowering a vessel’s shields. This makes use of the Shieldbreaker a risky, yet potentially battle-shifting prospect for captains - though so far, it has seen little use in battle.
 
The '''Hegemony Model VII ‘Glory’''' Battery is perhaps the most impressive - at least in theory - design of the Izweski Navy. An enormous railgun battery, so far its only use has been on the Cataclysm-class dreadnoughts, where it makes up the bulk of their long-distance offensive capability. The Glory is capable of firing hundreds of railgun slugs extremely quickly - to devastating effect in all field tests. Though the Cataclysm-class bristles with other weaponry, those who have crewed them tend to speak particularly fondly of the Glory - believing that there is no weapon in the Spur capable of rivaling its sheer power. Whether or not that is true, however, has yet to be determined.
 
== Tactics ==
When it comes to the tactics of the Izweski Hegemony, the first thing that comes to many people’s mind is the tactic of ramming. Popularized in the media, particularly after the formation of the Hegemonic Fleet when its first battles were being fought, contrary to popular opinion, ramming is not the standard Izweski battle strategy. While was once used under the more traditionalist pirate captains who made up the original navy, it has since been phased out by Not’zar’s reforms - as Captains and Admirals are schooled properly on the tactics of space warfare. However, despite this schooling, it still remains within the public consciousness and many young captains, eager to win fame and glory for themselves, will unnecessarily resort to it, causing severe damage to their vessels in doing so. This high-risk behavior is often strictly punished by high command, with Lord-Admiral Yizarus having reportedly to throw any captain foolish enough to attempt such a maneuver out an airlock.
 
The preferred Izweski battle tactic is one of stand-off and rush, using their capital ships' powerful weaponry to cripple the enemy, while the faster Brawlers and other escorts close distance with the enemy fleet in order to employ their '''Apertures'''. The secondary reasoning behind this tactic is an economic one. The Hegemony has never been a rich nation, and replacing capital ships lost in action is an expensive undertaking, one that is better avoided if possible. This tactic has been used to much effect in the past, but only against pirate fleets, rather than other professional interstellar navies. However, it comes with one main drawback in the modern day, the lack of capital ships available to the Izweski Navy. With the ongoing phoron scarcity, the Hegemony does not have enough phoron to effectively power the bluespace drives of its larger ships, leaving them stranded in orbit around key planets within the Uueoa-Esa system, such as Moghes, Ouerea, and Tret. The lack of these capital ships has diminished the effectiveness of the Izweski’s main battle tactic, making it almost impossible for smaller ships to close the distance with enemy forces without taking unacceptable losses. There have been many proposed changes to account for this, but for now, the navy seems to still be unable to effectively cope with the loss of their biggest vessels.
 
Yet these common tactics, even at full effectiveness, go directly against the supposed strategy of the navy. In theory, the Izweski Navy embraces a strategy of hit and run, harassing enemy vessels before quickly maneuvering out of engagement range before battle can begin in earnest. However in order to board troops, a key part of Izweski Tactics, vessels must get close to enemy formations, significantly hindering their ability to flee before being destroyed or otherwise receiving damage. The Hegemony so far has not yet encountered an issue with this, as the strategy of hit and run is only considered a strategy against “near-peer” foes such as other nations interstellar navies. Yet, it goes to illustrate the core failing of the Hegemonic Navy, being a new force that has not yet had the time others have to properly develop strategies and tactics that synergize with each other.
 
==== Admirals ====
The admirals of the Izweski Navy are each skilled tacticians - with Lord-Admiral Yizarus especially having been celebrated as the mind behind many of the victories that the Navy has achieved in recent years. Each of them has a unique approach to battle, and while their opportunities for a true test have been limited so far, even the most hardline opponent of the Hegemon must admit that he has chosen well.
 
'''Lord-Admiral Yizarus''' is known for his patience and harshness - an odd combination. He punishes failure among his officers strongly, and though it is the nature of an admiral’s position that sacrifices must be made, he is feared and respected in equal measure for his willingness to make such difficult choices with little hesitation. His patience manifests in his tactics - where other commanders may rush in, Yizarus is seemingly always calm, collected and capable of making a strategic decision.  It is rumored that some of the crew of the Lord-Admiral’s flagship, the famed '''HMV Cataclysm''', have a running bet as to who can get the infamously stone-faced Yizarus to laugh. The current pot is believed to sit somewhere around four thousand credits, six kegs of xuizi, and a Siro-class fighter. To date, no one has been able to claim the prize. This unflappable exterior, combined with his prowess as a defensive commander,  has led the Lord-Admiral to be nicknamed ‘Old Ironscales’ by his men - though never to his face. Yizarus has been a foundational figure in the modern Izweski Navy - and should war come to the Hegemony, it has never been a question who will be leading its navy into the fray.
 
'''Lord-Admiral Gour'za''', of the Second Fleet, is known for his rapid and aggressive tactics - often engaging in strategies that his peers have criticized as reckless, though these strategies have succeeded far more than they have failed. Part of this aggression in battle is due to his precarious position - as a commoner raised to such a high rank, he knows that he must do twice as well as his rivals for half the acclaim, for the slightest slipup could be used as an excuse to strip his rank from him. Gour’za is considered something of a maverick among the Izweski court - unfamiliar with the usual manner in which a nobleman conducts war, yet brilliantly and astoundingly effective at it. Due to his lowly origins, Gour’za is loved by the enlisted, and often despised by the officers of his fleet - with the former viewing him as an aspirational figure, who rose to the ranks of the aristocracy and proved himself better than all of them. Many among the noble officers, however, tend to view him as a jumped-up commoner with no business giving them orders - though these thoughts are best-left unexpressed, as Gour’za is all too willing to crack down on dissent within his fleet. The nobles have all manner of names for Gour’za, best left unsaid - but the enlisted men of his fleet know him by one name, “The Hegemon’s Spear”. Wherever enemies of the Izweski may wait, the enlisted of the Second Fleet know one man who will be leading the assault - and based on his history, may well be leading it to victory.
 
'''Lord-Admiral Za’Akaix’Xitac K’lax''', of the Fourth Fleet, is by far the most distinctive of the Izweski Navy’s admirals. The K’laxan Warrior is young, having emerged from virtual reality ten years ago - but it has rapidly proven its unorthodox genius in command, rising to become the Queen Vedhra’s personal military advisor prior to its appointment to the Navy. There is a reason the Third Fleet, prior to its inactivity, was known as the ‘Xsain Fleet’ - and it is not just due to the Vaurca commanding them. Xitac’s tactics are incomprehensible, baffling and often appear insane - yet so far, the Vaurca admiral has gone undefeated in battle, often relying on seemingly random chance to deliver a victory. Some speculate this is due to some hidden Vaurca technology, or the processing power of the Cephalons allowing Xitac to predict the future - but whatever the case, the Sinta of the Third Fleet, wherever they may be now, have grown proud of their alien commander, proclaiming the virtues of “Xitac the Undefeated” to their fellows in other fleets. Xitac is alien, often incomprehensible, and if reports are to be believed, downright terrifying to actually speak to - but the warriors of the Third would rather follow no one else, to the ends of the Spur and beyond. A common saying among the former Third Fleet regarding their admiral expresses this perfectly - “We’d fly to the Chained Waste and back if the Xsain ordered us - and he would.
{{Navbox Unathi Lore}}
{{Navbox Lore}}

Latest revision as of 08:55, 25 July 2024

Contents

Historically, the Unathi of Moghes have operated under a feudal levy system, where lords were required to maintain a personal and well-trained military force to be summoned by their liege in times of war. This tradition continues in a sense, with most lords of the Hegemony still holding levies - though it has had to adapt greatly to the realities of a modern interstellar empire.

The Hegemonic Army

The armed forces of the Izweski Hegemony largely rely on vassal levies, made up of the peasantry. During times of war, lords are required to conscript a certain percentage of their population to serve under them in the Hegemonic Army, with this percentage being set by the Hegemon and subject to change as the war demands. The largest percentage of levies raised was in the midst of the contact war, when the conscription rate reached 80% of all male Unathi in the Hegemony’s territories. This reliance on peasant levies to fill in the army has resulted in the Izweski having a tiny standing army, particularly when compared to their regional rivals in the Empire of Dominia and Republic of Elyra. Raising of levies generally tends to cause a significant drop across all industrial sectors, as their workers are called to war. For this reason, the Hegemony only calls its full army to bear in the most extreme circumstances, instead preferring to rely on Bannermen and Men-at-Arms.

Refugee Crisis.
A peasant levy stands watch over in a destroyed town staring out at the newly formed wasteland during the Contact War.

Peasant Levies

Peasant levies make up a majority of the armed forces of the Hegemony when they are raised for war, which is only in the direst of circumstances. Most of the time, those conscripted are simply peasants working the land under their lord, not the normal jobs for soldiers. Untrained and generally under equipped, they act as fodder to bolster the strength of the professional trained regiments of Men-At-Arms, who are full time soldiers. To be called into a peasant levy is generally a harsh experience, with most levies being provided little to no training in military matters, instead simply equipped with the bare minimum of gear, and thrown into the fight. Their losses therefore are normally heavy, compounded by the callous disregard most of their officers(normally nobility) have for their ability as soldiers, instead seeing them as mostly meat for whatever grinder is nearby.

Equipment within a Levy is the bare minimum of what one would bring into battle in the 25th century, normally consisting of a simple set of poor quality body armor, old rifles, and whatever spare equipment a noble can dredge up out of storage for war. However, despite how ill-equipped the levies are, morale is rarely an issue, as should a levy be raised to war it is a sign that the war is going badly for their leaders, and all hands are needed to ensure that their lands do not suffer because of it. Peasant Levies are usually inspired by being told they are fighting for their homes themselves, instead of a distant idea of honor or debt to their lords. Still, once battle commences peasant levies can not be relied upon to maintain their normally high morale, as their officers command them to engage in areas that are little more than meat grinders, long slogging engagements, mostly pinning down enemy forces until a professional force can come and kill them. These engagements extract heavy casualties from the peasant levies, who even if they are victorious, become disillusioned with the idea of fighting for their lord in such a way. Desertion after the first battle a peasant levy engages in is normally high, and Lords make every effort to publicly punish those they can catch.

Additionally, when peasants are called for a levy, they are no longer working their normal jobs on the home front. This leads to a marked drop in production of all goods whenever a peasant levy is called to war, and the high casualties mean production continues to suffer as fewer Unathi are now working the lands. This is the primary reason the Hegemony has been slowly working towards phasing out peasant levies, attempting to replace them with a standing army of Men-at-Arms, yet the finances of most lords are not to the point where the Hegemony would have access to an army the likes of their neighbors should peasant levies be fully abandoned. At least for now, the levy system remains, though ever since the Contact War levy requirements have been generally lowered across the nation.

Bannermen and Men at Arms

Since the beginning of the industrial era, it quickly became clear that armies required at the very least a core of professionally trained soldiers, instead of just massed peasantry with minimal training. The Sarakus Hegemony proved the value of a standing professional force during their wars of unification, and drafted the structure that still dominates Unathi military forces today.

Bannermen and Officers

Bannermen are noble Unathi outside of the normal feudal structure - not holding any lands but instead commanding a noble’s professional force of a regiment of Men-at-Arms. It was born out of the nobility's desire to ensure their classes continued control over the trained section of the army, not trusting peasants to consistently be loyal. As time has passed since its creation, there have also been more titles created to represent different levels of officers within a regiment that are still held by the nobility. Unlike other noble titles, the title of Bannerman along with other officer titles is non-hereditary, instead being an appointed one by the ruler to which the Bannerman gives fealty. However, many landed rulers will continually pick Bannermen from the same clans as a reward for trusted allies. The only landed title a Bannerman may hold is being the commander of a military position, where the title is non-hereditary and constantly changing hands between different officers.

As stated, officers usually come from noble clans that have been long associated with the clan of the landed ruler. These clans, often referred to as ‘Shieldbearer Clans’, exemplify the martial leanings of the Unathi species, steeped in the traditions of Unathi war. From the time they first walk, male members of these clans will be taught the intricacies of command, strategy, and combat - all so that they may one day become officers themselves. Those who excel in this learning usually achieve this goal, becoming an officer in their liege's forces - but for the rest, very little remains tying them down to Moghes. Many of these so-called “wash-outs” instead look to the stars, where their years of experience and education in all matters of warfare are highly valued. Many become officers within the Hegemonic Navy, while some venture even further to employment within human corporations such as Zavodskoi Interstellar, or various private military contractors, using their skills to line their clan’s pockets. These clans tend to be highly traditional and slow to embrace change, save for in the field of the army and its technology. Shieldbearer clans tend to be progressive towards the extreme when it comes to the organization of their military forces and the technology used on the battlefield. They constantly advocate for new equipment, training material, and tactical ideas to be tested or implemented, in whatever form they can. However many Lords cannot afford the cost of this, leaving those bannermen and their regiments beyond those pledged to the wealthiest of lords much worse-equipped than their contemporaries in other nations.

For those nobles who do eventually become an officer, a spartan life of war and preparation for it awaits them. The officer corps know that not only their individual lords but the entire Hegemony has only them and their men to rely on as professional soldiers in the event of a conflict - as barely any training is ever afforded to levied soldiers. As a result they will often push themselves and their troops to the absolute limit of training, constantly developing and testing new tactics and strategies, while keeping their skills and condition finely honed. The end result is that Unathi officers, especially those of higher rank, are some of the most skilled commanders in the Spur - so long as they are kept to the field of battle they know.

Officers pledged to a lord will often not start near the top of a regiment, instead starting as a Slhiri, or Troop-Leader, commanding the smallest units within their regiment. At this point the officer will probably be around sixteen years of age, and still undergoing heavy education in martial matters. These low-ranking officers are rarely viewed with the same respect as more experienced officers, but instead as arrogant, stubborn, and poor quality officers. Those who learn quickly may advance, slowly working their way up the chain of command to higher ranks - but many, now having been granted a command, do not, and remain poor quality officers at this lowest level. The result of this has seen regiments across the Hegemony have very talented high command, while those soldiers who actually take part in the fighting are frequently forced to suffer under the difficulties of incompetent officers.

Men at Arms

Men at arms(also called Armsmen) are the professional soldiers of the Hegemony’s nobility, commanded by noble officers. Unlike the officer corps, armsmen are mostly peasantry, those Sinta who wanted to become professional soldiers instead of tilling the land for the remainder of their lives. However they live separate from the rest of the peasant population, isolated within castles or military bases when not deployed, and encouraged to remain so when they are. Men-at-arms are chosen in a variety of ways, from the local watchmen, notable levies on the field of battle, to applications and trials similar to boot-camps. Whichever way they are chosen though, to become a man-at-arms is to commit oneself to the Warrior’s Code, and live a life of war. Unlike other professional armies, there is no resignation as an armsman - it is a career position that one must serve in until they become too old, physically unable to fight any more, or perish on the field. However, for this life of service, they are owed a debt by their lord, not just in their standard wages, but a pension at the end of their service, whether that end comes from age or injury. This pension can sustain a Unathi in relatively comfortable conditions, not needing to be worked for, and is what all Armsmen dream of receiving one day. An armsman's pension is paid out to his clan should he die in the line of duty, which has led to many of the peasantry post-Contact War seeking to enlist in the hopes of helping their kin to survive.

The most common way that men-at-arms are chosen is from the countless former levies who fought in the Contact War. Many of the surviving warriors who fought for the Hegemony wished to remain in military life, instead of returning to their homes - as many of them no longer had homes to return to. While some of these men formed the backbone of the newly formed Izweski Navy, many of them have remained in the Army, enlisting as permanent men-at-arms. So many of these men enlisted that the Hegemon created brand new regiments tasked with securing the various Wasteland outposts, as well as patrolling key bases and locations across Izweski space which are deemed vital enough for the Hegemon to take a direct hand in overseeing them.

Divided up into regiments each focused on a different aspect of war, men-at-arms spend nearly every day until their retirement under the direct command of their officers and any subordinates he chooses to appoint to assist his command. Each regiment is equipped in a different way, determined by their specialization, local lord, and available equipment. For example, a heavy infantry regiment may be equipped with breacher suits, heavy autocannons, and only stand at five hundred men strong - whereas a standard infantry regiment may be equipped with basic body armor, laser rifles, and stand at five thousand men strong. This difference in equipment and specialization makes those who have served in a regiment unable to truly relate to others who served in a different regiment, regardless if they served under the same lord. Regiments will interact with one another regularly though, with training exercises being incredibly common not just only within a Lord’s territory, but with those loyal to a different Lord of the Hegemony.

These training exercises are the most constant part of the daily life for an armsman, with them being scheduled regularly by lords and their Bannermen - all in order to constantly keep their men not only physically impressive but mentally talented in the arts of war. The intense energy put into this training has left the Hegemony's armsmen as some of the best trained troops within the Spur, having vast experience in many different types of combat and engagements. These training exercises normally see armsmen vastly overpowered by their imagined enemy, whoever it may be - allowing for far better training not only for the officer commanders, but for individual armsmen who become used to the feeling of needing to fight an enemy better than they are. The results of this training were demonstrated in 2465, when the Hegemon and Overlord Hutay’zai used their armsmen to pacify extensive rioting on Ouerea. The pacification was carried out with brutal efficiency over a perid of two days - and while it resulted in thousands of deaths, only ten of the combined Ouerean watchmen and Hegemonic armsmen were killed during the unrest. However, the Hegemony's standing army has never been tested against a foe beyond internal Hegemonic issues, remaining untested should war break out with another power.

While almost every noble in the Hegemony has a force of men-at-arms, the Izweski clan hold by far the largest force of profesional warriors at their disposal. The Hegemony, founded on the principle of rule through strength, necessitates a large force under the direct command of the Hegemon or those implicitly loyal to him. The regiments of the Izweski Clan, either pledged to the Hegemon himself or Lord's Clas Mirazuz Izweski, number in the thousands, with their associated armsmen accounting for over a third of all armsmen within the Hegemony. This massive professional force has been the main deterrent of rebellion during Not’zars reign, keeping potential enemies at bay.

Battle Order

The equipment of the different regiments of armsmen is as varied as their background, and depends on so many factors it cannot be easily defined. For those armsmen serving poorer landed nobility, equipment is markedly poor quality, and in poor condition as most purchases are either pre-war equipment or imported human weaponry. For those serving wealthier nobles or the Izweski themselves, they are often equipped with top-of-the-line Unathi-manufactured weapons, armor, and equipment.

Regiment Equipment and Type

Infantry Regiments

Unathi.
A Motorized Infantry Squad roles into a Wasteland Village.

Infantry regiments are the most diverse of the Hegemony's army, as nearly every lord of the nation has raised at least one. Their quality of equipment varies wildly, though for those pledged to wealthier lords or the Izweski themselves there is a general standard for equipment. The modern Hegemonic infantryman is usually equipped with a Hegemony-manufactured laser rifle, as well as a pistol and energy sword as sidearms. They do not have much in the way of conformity, instead simply using the colors of whichever lord they are pledged to, though they can be identified by their ceramic-metal composite body armor, also usually bearing the heraldry of their lord. Specialized troops within the regiment will also be equipped with extra gear, such as tripod-mounted weapons, medical supplies, or other specialized equipment.

Beyond the standard form, there are many varieties of infantry regimens, each with their own set of specialized equipment. The main two specialized infantry regiments that can be found are Motorized and Mechanized, which use half-tracks and exosuits respectively. Spaceborne and Waterborne infantry regiments are rare, largely only deployed by the Izwewki themselves.

Besides Spaceborne and Waterborne Infantry Regiments, which only the Izweski currently hold, Infantry regiments are limited to ground deployments - mostly on Moghes itself. They use the Izweski rail network to travel normally, though sometimes shuttles or aircraft are required for rapid deployment or travel or to Wasteland outposts. The Wasteland itself represents the largest deployment area for Infantry regiments, as the Hegemony is constantly fighting against its denizens and attempting to reclaim the more habitable areas of the border wastes. This fighting is normally on foot, with standard infantry regiments doing most of the work while the more specialized(and expensive) regiments are held back.

Heavy Infantry Regiments

The most famous of Unathi warriors, heavy infantry regiments are composed of heavily armored infantry in the famed breacher hardsuits, armed with the heaviest weaponry available. It is a common view throughout the Hegemony that energy weaponry is best-suited for lightly equipped troops who cannot carry the amount of ammunition that someone in a hardsuit can. For this reason the standard heavy infantry armsmen are normally equipped with projectile weapons - heavy sluggers, railguns and light machine guns all being commonplace. However, for those armsmen who have proved their worth and been assigned to specializations, a far more extensive range of weaponry is available - with many being ordinarily crew-served weapons repurposed for heavy infantry use. These weapons include heavy autocannons, rocket pods, grenade launchers and anti-tank weaponry, and are common to see among specialized armsmen of heavy infantry regiments, usually modified for use by a single soldier.

Despite the weight of their equipment and armor, heavy infantry regiments tend to be the most mobile of unmounted infantry, and remain more mobile than vehicles - able to climb or navigate rough terrain with the aid of their hardsuits. Breacher hardsuits used by most heavy infantry regiments are manufactured by Hephaestus Industries within the Hegemony, and the design for the suit as well as its specifications are a heavily guarded secret by both parties. Due in part to this, the suits are incredibly expensive on top of being highly advanced, making the equipping of a proper heavy infantry regiment an impossibility for all but the wealthiest lords. For this reason, those armsmen who have served in heavy infantry regiments are seen as the ultimate warriors of the Unathi, recieving great respect from both their fellow warriors and the general public. Yet despite their martial prowess, they are rarely deployed in the modern day due to the expense and training requirements of replacing a fallen heavy infantry armsman. Therefore, they are most often deployed in socially significant roles such as honor guards, or when excessive violence is needed to make a point against an enemy.

To become one of these warriors is a difficult task, as their high status allows those Bannermen in command of heavy infantry regiments to take only the best recruits - acting as an elite force for the Hegemony. At this time, only Lords to have proper heavy infantry regiments within their forces are the Hegemon himself and the five Overlords of Moghes, as lesser nobility cannot afford the cost of their creation and maintenance. As a rule, these regiments recruit only those who are already serving as armsmen, usually after they have proved themselves in one way or another. Once selected, recruits are then put through a grueling set of tests known as the Anvil Trials designed to break those who are disloyal or too weak to be given the power of joining the heavy infantry. Very little is known about these tests, as the regiments attempt to keep them secret, but it is known that a few soldiers have died attempting to pass. After the tests are passed, the recruits are then given their armor and weaponry, before being inducted into the regiment for a year of training and further tests, after which they will either pass and join the Regiment or fail and be returned to their previous position.

Armored Regiments

Besides infantry regiments, armored regiments are the second most prolific form of regiment in the Hegemony, making use of tanks, warcarriers and other armored vehicles. Though they were deployed extensively on both sides of the Contact War, the armored regiments are largely overlooked in the modern day, with heavy armored vehicles seeing little use in the ongoing campaign to reclaim the Wasteland or in fighting the various insurgent groups that threaten the nation. Modern armored regiments tend to be deployed in supporting roles with infantry regiments, with their heavier vehicles largely going unused.

However armored regiments still do have some specialized equipment, notably the Courser - a recently invented tank designed for mobile fire support. Its design was mainly driven by the weakened Izweski Navy, as well as fears that the Hegemony would lack an armored force of its own should they be forced to engage rival powers in ground combat. As such it comes equipped with high-end jamming equipment, and a plethora of guns ranging from a 100mm direct-fire cannon to four 15mm autocannons. It is lightly armored for a vehicle of its size, having traded protection for mobility.

Artillery Regiments

Artillery regiments are considered a symbol of status and power among the Unathi nobility. Infantry regiments will often be complimented by some specialized members with simple mortar tubes or even proper artillery - but unless a Lord has a large force of men-at-arms or is constantly fighting at the borders of the wasteland, an entire regiment dedicated to artillery and artillery alone is rarely worth its cost. As they are used so infrequently, artillery regiments follow a standardized code of operations laid down by Yaret Akrezi, a bannerman who made famous use of artillery against the Traditionalist Coalition during the Contact War. The standard he set would go down as being ahead of its time in terms of military thinking, and be adopted universally among the Bannermen who came after him.

The standard composition of an artillery regiment set by Yaret Akrezi reflects the time when it was made, being useful only for a regiment providing artillery support for a large army such as those fielded during the Contact War. In Akrezi’s eyes, an artillery regiment should be built around a core of twelve batteries, each boasting sixteen 165mm guns, the standard gun for Hegemonic artillery. These artillery pieces are usually vehicle-mounted for ease of rapid artillery support anywhere on the battlefield. Half of these batteries should then operate independently of each other, instead being attached to other regiment groups and their commanding Lords, providing fire support for them. The other half should be held in reserve, and be shuffled around to where large-scale combat is occurring, lending all their guns to support that effort, hopefully tipping the balance in favor of the Hegemony. Outside of these twelve core batteries, an artillery regiment should have a robust network of supply to keep guns fed with fresh ammunition, and a further four batteries made up of six self-propelled light artillery pieces each. These light artillery pieces, mostly 105mm guns, would be spread out among the army, with none allocated for the main point of fighting, instead acting on the wings with the flank troops. Doing so, in Akrezi’s eyes, would allow the big guns to support the biggest groups who were going to decide the course of the battle, while still not depriving the rest of the army of fire support. Lastly, that there should be two batteries of twenty self propelled artillery pieces each, being made up of what we would know as MLRS’s, or Multi-Launch-Rocket-Systems. Akrezi envisioned these final batteries to be the only part of the Regiment, outside of the logistics system, under the personal command of the Firemaster, the Bannerman who commands an artillery regiment. They would act as the overall commander’s personal artillery batteries, able to assist anywhere they wanted fire support given. In his writings, Yaret Akrezi vaguely referenced the possibility of also allowing MLRS’s to fire small tactical level fission bombs, but does not go into detail about it, or recommend it.

In the end, Akrezi would get his wish. Following the conclusion of the Contact War and Akrezi's death, the Hegemony quickly realized their two biggest potential threats were the nations of Dominia and Elyra, both with larger navies than that of the Hegemony. Therefore, their tactics adapted accordingly, and Bannermen across the Hegemony began to ask what they needed to fight a war should they lose control of the planet’s orbit. Hephaestus Industries quickly picked up on this, and after acquiring weapon schematics believed to be from Zavodskoi Interstellar(though it was never proven), began rolling out a line of self-propelled artillery, with the option of 165mm, 105mm, or MLRS weapons attached to the baseline chassis. The line was an instant hit, and Hephaestus found a market for their inventions as Bannermen across the Hegemony clamored to their lords to purchase them. Once done, those artillery regiments not already following Akrezi’s standards reformed to do so, and today the Hegemonic artillery regiments stand as the best organized aspect of their wider military. This standard of warfare is similar to the K'lax Hive's use of artillery warforms, and many K'laxan forces holding the feared Type BDE forms have been structured as artillery regements.

A sketch of an Izweski Sky Behemoth, the first aircraft used in war by Unathi.

Air Regiments

Air regiments are even rarer than artillery regiments, with the cost of maintaining a fleet of aircraft and training pilots being prohibitive for all but the wealthiest of lords. During the Contact War, air regiments on both sides were tasked with dropping nuclear bombs, as well as intercepting enemy bombers attempting the same. After the War's end and the total nuclear disarmament of the Hegemony, most existing air regiments were restructured entirely from scratch, equipped with newly-manufactured vessels and weaponry purchased largely from Hephaestus Industries to repurpose them for the potential of interstellar war. The modern air regiment is largely prepared for defensive warfare, with most of its aircraft being designed for the potential of enemy spacecraft assaulting an Unathi world directly.

There are three main aircraft used by modern air regiments, all manufactured by Hephaestus Industries. The first is the Gryphon-120, a space/orbital control fighter-bomber designed to enforce superiority within a planet's orbit. It has dual capabilities, being able to engage not only enemy fighters but smaller enemy ships with an incredibly large payload. Currently they are stationed in heavily camouflaged low-Moghes orbital stations for use as harassers against an enemy force. Currently, they are largely used by Lord-Admiral Yizarus in attempts to combat smuggling - though so far to little success. Second are the Gryphon-118s, another space-capable aircraft designed for air support to ground units. These are largely used for scouting and reconnaissance in the Wasteland, with most stationed at Camp Integrity - though several have been stationed at military bases on Ouerea to prepare for the possibility of a second revolution. The final aircraft of the Hegemony is the Irontooth-135, an incredibly large space-capable aircraft designed for bombardment on a planetary scale. These vessels are few in number and largely attached to the Navy in the modern day.

Support Regiments

Support regiments are the most varied type of regiment, and are usually only found under the command of lords with large armies. In most Hegemonic forces, the duties of a support regiment will largely be divided among other regiments - with only the largest forces requiring enough dedicated support personnel to form an entire regiment.

Support regiments provide a diverse range of support to front-line combat regiments. They provide an immensely varied range of support - from logistics to reconnaissance to repair and resupply. These regiments are incredibly rare, being found only pledged to Overlords and the Hegemon, who are the only ones who hold a large enough army to require dedicated units to support it. During peace-time, these regiments remain active to train with their compatriots - though most of them are unlikely to see combat.

Ranks

Auxiliary(Sinta’unathi: Rekeha): This rank is largely unused in times of peace, referring to the reserves of a nobleman’s levy called upon in times of war. Auxiliaries are required to spend at least one day of the week training with weapons, and are paid a small stipend from their lord for their readiness to fight. These men make up the bulk of a lord’s standing army - below the professional full-time soldiers, but above the largely poorly trained peasantry who may be called to battle.

Man-at-arms(Sinta’unathi: Rezasl): These men make up the core of any standing army - full-time professional soldiers of whatever lord they may serve. They are usually used to supplement law enforcement, protect their noble clan, and ensure the safety of a region against threats too great for local city watchmen to handle.

Specialist(Sinta’unathi: Ozas): An in-between rank, applied to warriors with skills outside of combat that are of use on the battlefield. This rank is frequently used for medics, engineers, technicians and any others, an odd mixture of any and all specialists within a lord’s military force. This rank is one of the rare positions where women have historically been permitted to serve, with healers often finding positions at this rank within times of war.

Standard-bearer(Sinta’unathi: Kiruki): These warriors are the equivalent to non-commissioned officers, with each kiruki being responsible for leading an individual squadron of soldiers on the battlefield. For many peasants, this is one of the highest stations that they can reach in life. A kiruki is responsible for the wellbeing and discipline of their men, and will usually be the first to be blamed for a disaster.

Troop-leader(Sinta’unathi: Slhiri): These warriors are the lowest rank of a Regiment’s officer corps, with each one traditionally commanding the smallest units of whichever regiment they are a part of. These officers are usually nobles, often young and untested, and they have a reputation for being arrogant and stubborn among the enlisted men.

Battle-leader(Sinta’unathi: Uezsla): These officers command a number of units, overseeing the Slhiri and reporting to their own commander, the Seiirak. Unlike Slhiri they do not command any fighting units of their own, instead leading a specialized command squad which helps them run the affairs of their portion of the regiment. These officers to date have all been nobility. The number of Uezsla depends on the type and size of a regiment, but there will usually be around five Uezsla in an average regiment.

Bannerman(Sinta’unathi: Seiirak): The commander of a single regiment of armsmen, appointed by their liege lord. In addition to commanding the regiment as a whole, they traditionally have a personal unit known as their banner - which often acts as an honor guard, protective detail, or elite force for their commander. Bannermen may sometimes command the regiment directly, but normally work through the chain of command to their Uezsla to ensure their orders are carried out.

Master-at-arms(Sinta’unathi: Ozur’saa): These men directly lead the private retinue of a clan, and will serve as the highest authority for an individual landed noble’s forces. They are normally selected from amongst the Bannerman, and act as the professional military adviser of the Lord. Should the landed lord control a small amount of land, or otherwise not required to engage in significant politicking, the Ozur'saa will also often be the Lord’s Claws, holding a seat on his council. However, for those Lords who rule over large sections of the Hegemony, or have powerful vassals to appease, they will often choose a more advantageous Lord's Claws. In this case, the Ozur’saa remains the Lord’s professional military adviser, but cannot sit on council meetings and often has to accede to the thoughts of the Lord’s Claws, whatever he may think of them.

Deployment

Nominally, all these forces fall under the Hegemon during times of war, their lords required to answer calls to fight at his side. Therefore, in addition to the peasants taken as levies, the Hegemon may also take the regiments of his lords to war, though he cannot directly command them. Bannermen, who command the individual regiments, will only answer to their lord or his Master-at-Arms, none other, including the Hegemon. Therefore, when the Hegemonic army is fully assembled, communication is the biggest issue it encounters.

Military Operations

Under the current law, the Hegemonic Army can be divided up into distinct forces - the armies under the command of Overlords. Each Overlord leads an army composed of the levies and armsmen of their own territory, and those of their vassals, who in turn call on the forces of their own vassals. Each portion of this army only responds to the lord who raised them, so commands must go from Overlords to lords, then to the officers of a regiment, instead of professional military commanders. This means that communication from the top of the chain of command to the bottom is incredibly slow and disjointed, as each noble lord commands a different number, variety, and quality of men than the next.

Due to these issues, the Hegemon and his Overlords tend to avoid calling their vassals' armsmen to war unless absolutely necessary, instead choosing to rely on their own personal forces. Should they be needed, however, a legal loophole allows a lord to simply request a vassal lend them the use of their armsmen. This allows for armsmen to be placed under the command of the liege lord directly, circumventing the communication issues that the normal means of raising troops causes. Should the Hegemony's army ever be mobilized for war again, this is likely how it will be called.

The Modern Day

A closer image focusing on the factions surrounding the Izweski Hegemony's territory, showing it's precarious position between two rival powers.

Contemporarily, there is one thought above all else that flashes through every high officer of the Hegemony - the possibility of alien invasion. This concern has become the dominant driver of the nation's military planning - as tensions grow between Dominia and Elyra the possibility of the Hegemony being invaded as part of a war between the two begins to look more and more likely. The dominant desire of the Hegemony's military is to prepare for the potential of invasion, or of being dragged into a war between their major rivals.

The Hegemony as it stands is largely unprepared for ground combat, despite its troops' general competence. Elyra and Dominia both have larger armies and navies, and are more experienced in the realities of interstellar combat. Though the Izweski Navy's concentration in Uueoa-Esa is an effective deterrent, the outer colonies would likely be incapable of mounting effective resistance. As such, the Hegemony's defensive strategy relies primarily on mutual deterrence - on inflicting as much damage as possible on an invading force. Should Dominia or Elyra seek to seize the Hegemony's starways to assault their rival, they would likely triumph - but at such a great cost that they would surely be defeated by their rivals seeking to take advantage. Though this deterrent has been effective so far, the Hegemony's military commanders are uneasy with it, and are desperately pursuing means of restoring and expanding the Navy's power.

Unathi Martial Tradition

The Unathi as a species are widely perceived to be steeped in violence, honor, and war. Regardless of the truth of this stereotype, Unathi warriors have a long martial tradition - particularly those who have fought for the Izweski Hegemony. The first part of the culture of war is the Warrior’s Code, a code of honor that is applicable to all warriors - marking those who disregard it as shameful and dishonorable. However, the Warrior's Code is one which applies to all Unathi warriors, regardless of their origin - and the traditions and culture of the modern day have been, like almost every aspect of Unathi society, shaped in the devastation of the Contact War.

The Contact War

Contemporary martial culture within the Hegemony is largely the product of the Contact War. The war which destroyed so much of Moghes also destroyed much of the martial culture that came before it, while nuclear fire provided the heat to forge the culture of those soldiers who fought it into something new. After the war ended, it became apparent that during the decades it raged, it had changed not only the men who fought but how Unathi, warriors and civilians alike, viewed war as a whole.

Before the Contact War, wars were seen as fleeting, short-spanning conflicts that rarely lasted more than a handful of years. As in any war, civilians were hurt as troops marched through lands taking whatever they pleased from the local population, but most wars since the War of the Honored Alliance were small-scale affairs. Surrendering, while shameful, was seen as a realistic option, and who won or who lost was not of great significance to an individual soldier. The Contact War changed everything. No longer was war limited, it was all-encompassing, the entirety of Moghes consumed by violence - and defeat would mean annihilation. Civilian and refugee casualties became more and more common as the untouched regions reached their capacity. Prisoners were no longer taken, surrender no longer contemplated - the war could only end in victory or death. As the war dragged on, the brutality continued - not even out of necessity, simply because those fighting in it had forgotten how to stop. In short, the Contact War was a traumatic event for the species - one which almost entirely eradicated the martial culture that had stood for centuries prior. For the soldiers who fought through the war, this shockwave hit the hardest. Their culture completely changed, as men who had seen too much returned home - or had no homes to go back to - were unable to readjust to civilian life. Many joined a piece of the Hegemonic army or the Hegemonic navy, while others became mercenaries or simply fell into despondency in the slums of major cities.

Contemporary Culture

Forged by the events of the Contact War, the contemporary culture of Unathi warriors is one of duty, sacrifice, and totality. The trauma of the Contact War has forged a new mindset among the warriors who fought it - one in which victory is worth any price. Duty is the strongest part of contemporary warrior culture, an unwavering focus placed upon it. Any warrior, whatever their station, must do all they can to fulfill their duty, even if it is the smallest of tasks, for without duty a warrior is nothing. This sense of duty is all-encompassing, with a warrior's sole cause being to achieve victory no matter the cost.

The idea of dying for one's duty ties in with sacrifice. It is a new idea that all warriors must be prepared to sacrifice everything on the altar of victory, not only their own lives, but their honor, family, love, and even souls. The soldiers of the Contact War fought with everything they had, giving it all for the hope of a victory that would see their nation victorious, and their sacrifice is the most remembered of Unathi society today. Atrocities were committed during the Contact War, and with such frequency that soon minds became numb to the horror, people broke, and for those who managed to escape death, their sacrifice continued by living on having experienced, and partaken in the horrors of war. For victory, one must be ready to sacrifice everything.

This contemporary culture has been analyzed by human psychologists, and they find it nearly matches the symptoms of a person in a severe depression; never working to improve, just going about their tasks because they have forgotten how to do otherwise, and suffering all the while. It is theorized by psychologists across the spur that the events of the Contact War were so traumatic not just to a few, but to an entire species that it left a permanent scar on their psyche, one that manifests itself as a severe depression within culture. The exact reasons behind the development of these cultures, and these feelings within the Unathi as a species may never be known, but it is clear that the Contact Warr played a part, and most likely left its trauma with no regard for who it parted it to.

The Kataphract Guild (Saa’Izweski)

An ancient order, the knights of the Kataphract Guild have long enjoyed a storied place in Unathi history, as defenders of the helpless and a scourge upon the wicked and dishonorable. While their historical role was more complicated at the best of times, ranging over their history from strict adherents of the Warrior’s Code to little better than mercenaries, the popular perception of the ancient knights remained as one of bold, honorable and fierce warriors. During the rise of the Sarakus Hegemony, the Kataphracts were viciously crushed by the first Hegemon Sarakus, and their order would not be revived for centuries, until Not’zar Izweski restored them in 2459. The new Kataphracts are a fusion of the best ideas of the ancient order and the practical realities of modern Unathi - they are sworn to follow the Hegemon and the Warrior’s Code equally, and act as an elite military force to bolster the Hegemon’s personal strength when necessary.

When not necessary, they travel the Spur, largely using repurposed naval vessels, seeking honorable causes to fight for, as well as lending their services as mercenaries to many across the stars. Kataphracts have been found in many military conflicts across the Spur, with the largest of these being the S’rand’marr Coalition, where many Kataphract knights fought for the People’s Republic of Adhomai in the Second Revolution. This fighting is done partially to maintain themselves, as the Kataphracts are only paid by the Hegemony in times of war - and to increase their skills as warriors. Kataphract knights are known as Saa’Izweski, or simply Saa for the sake of brevity.

Kataphracts generally prefer to fight in melee, though they do tend to carry energy pistols and the occasional slugger. Their traditions of combat are viewed as antiquated by some - however, underestimating a Kataphract is a fool’s mistake. They are some of the most highly-trained and well-equipped warriors that the Unathi species has to offer, and have overcome seemingly insurmountable odds time after time.

Ranks

The ranking of the Kataphracts is far simpler than that of most militaries, resembling that of a guild more than an army.

Kataphract-Hopeful(Zo’saa): The Zo’saa are the bulk of the order’s fighting force, made up of those who wish to earn the right to call themselves Kataphracts. Their lives are hard and regimented even by military standards, training at all times of the day and night in whatever conditions they may find, from battles as mercenaries across the Spur to surviving the harsh sands of the Moghresian Wasteland. Several K’lax warriors have also become Kataphract-Hopefuls, and though their understanding of the Warrior’s Code is often poor compared to their Unathi counterparts, they have proved a fearsome addition to the order’s forces.

Kataphract Knight(Saa): These are the warriors of the Kataphract Guild, who have earned the right to call themselves knights. They range in age, experience and skill, but all of them have completed the gruelling trials of a Kataphract-Hopeful and sworn their oath before whatever faith they may follow - to uphold the Warrior’s Code, to obey and defend the Hegemon and his people, and to protect the innocent against cruelty and dishonour wherever it may be found.

Kataphract Knight-Captain: These are the more seasoned commanders of the Kataphracts, usually found in command of a vessel or a large group of knights and hopefuls alike. When multiple Knight-Captains come together in a particularly large operation, they will often elect one from among them temporarily to serve as the commander of the force.

High Kataphract: The leaders of the Kataphract Order, the council of High Kataphracts are the highest authority for the guild in its entirety. They are few in number, and seasoned warriors one and all, answerable only to the Hegemon. When the order in its entirety is called to war, they are responsible for summoning the knights from wherever they may be, across the Spur, and for deploying them as the Hegemon wishes.

The Navy

The flag of the Izweski Hegemony. It is used as the Naval Ensign for the Izweski Navy.

The Navy is a true professional force, and the bulk of the Izweski’s armed forces. Currently, the Navy has three active fleets, with many of their larger ships currently mothballed in Uueoa-Esa due to lack of phoron supplies. Fleets are commanded by Lord-Admirals, and deployed across Hegemony-controlled space. The Navy’s lower ranks are structured similarly to those of traditional Unathi armies, with men-at-arms making up the bulk of a naval vessel’s enlisted crew. For officers, however, the structure of the Navy is based largely on human interstellar navies, with captains commanding individual ships and commanders acting as their second-in-command.

The Izweski Navy is a relatively young organization - but that does not mean it is an untested one, as myriad clashes against the pirates of the Badlands and Sparring Sea have let the Navy cut their teeth in battle. While they have yet to face a true interstellar conflict, the warriors of the Izweski Navy are disciplined, experienced and well-trained - though only time will tell whether or not that will be enough. Due to the phoron scarcity, the Izweski Navy is greatly weakened - with the vast majority of its ships relying on bluespace travel. In order to conserve valuable phoron resources, all ships larger than destroyers are currently on standby in the Uueoa-Esa system - leaving the outlying colonies of the Hegemony open to attack.

The arrival of the K’lax Hive in Uueoa-Esa has been a great boon to the Izweski Navy - with the plentiful labor and advanced technology of the Vaurcae helping greatly in both the construction and crewing of the Navy’s vessels. The Queen Vedhra has been particularly invested in the Izweski Navy - believing that the K’lax must be capable of interstellar warfare for the inevitable return of the Lii’dra Hive to the Orion Spur.

Naval Fleets

The Izweski Navy is divided into four fleets, with three currently being active.

The First Fleet is commanded by Lord-Admiral Trazarial Yizarus, known as “Izharshan’s Bane” due to his victories against the pirates of Izharshan’s Raiders. He is one of the most experienced military commanders in the Hegemony, a decorated war hero, and a fierce supporter of Not’zar Izweski, having stood by the Hegemon’s side since before his ascent to the throne. The First Fleet’s flagship is the famed HMV Cataclysm, the first of the Hegemony’s dreadnoughts. Currently, the First Fleet is tasked with protecting Moghes.

The Second Fleet is commanded by Lord-Admiral Oyuti Gour'za - the first commoner to ever be appointed to such a prestigious position. Gour’za is known to be an aggressive, ambitious and highly intelligent commander, known to be extremely restrained and focused on his work - knowing full well that the slightest slip-up will be used by the nobility to call for his removal from his position. The flagship of the Second Fleet is the HMV Catastrophe, a Cataclysm-class dreadnought. The Second Fleet is currently tasked with the defense of Ouerea.

The Third Fleet is commanded by Lord-Admiral Za’Akaix’Xitac K’lax, a Vaurca Warrior of the Queen Vedhra’s brood and a brilliant tactical mind. Though young, they have rapidly earned the respect of the Sinta serving under them - and while their strategies may be considered unorthodox, none can deny their effectiveness. Armsmen of the Third have given themselves the nickname of the ‘Xsain Fleet’, in reference both to the Vaurca commanding them and the seemingly incomprehensible nature of Xitac’s tactics. The Third Fleet is commanded from the HMV Annihilation - the third Cataclysm-class dreadnought, which is currently positioned in orbit of Tret. Currently, the Third Fleet is inactive, with its ships having been shuffled around to bolster the Navy’s other fleets.

The Fourth Fleet is a recently established one - while it was planned for, the phoron crisis caused rapid adjustments, with nearly every ship still capable of affordable interstellar travel being assigned there. It is under the command of Lord-Admiral Xitac, and it is responsible for protecting the Hegemony’s colonies outside of Uueoa-Esa - no small task, especially given that the fleet solely consists of Brawler and Foundation-class vessels. While it serves for scaring pirates and marauders away from Hegemonic colonies, no one is under the delusion that the Fourth Fleet would be capable of facing a rival nation’s navy on equal measure.

Naval Personnel and Equipment

Personnel

The navy, much like the ground forces of the Hegemony, is broken up into two distinct personnel categories. The officer corps, composed of mainly nobility and some K’lax Warriors; and the enlisted, which is an odd collection of Unathi Peasantry, K’laxan Vaurcae, and even some lesser nobility who were unable to become officers immediately. They use the same ranking system as the Hegemonic ground forces, with key differences in the officer ranks - based instead on human interstellar navies, with officers given far more power over their assigned ships. The biggest difference of naval officers though is their position as a standing force of the Hegemon. Instead of being loyal to vassals or other Lords of the Hegemony, naval officers swear fealty directly to Not’zar, making the navy his and his alone, granting the Izweski total control of the star lanes. This is not the case for enlisted crew, who instead swear fealty to the officers(lords) of their ships, swearing new oaths every time they are transferred from one ship to another, or a ship command is changed. It is this that allows Hegemonic naval officers to take the title of Lord-Rank, instead of a simple rank, such as Lord-Admiral Trazial Yizarus, the most famous Unathi naval commander.

A refitted ship going through space. Ships like these were what made up the vast majority of the original Izweski Navy.

However, having enlisted crew swear allegiance to their officers instead of the Hegemon directly has been met with criticism by some, most notably Mirazuz Izweski himself, and not without reason. When Hegemon S’kresti fell into a coma in 2458, a succession crisis erupted within the Hegemony between Not’zar, Skresti’s eldest son, and Lord S’linzar Ickza, S’kresti’s son-in-law, over who should be given the title of Lord Regent. Half the fleet officers defected from the Izweski Clan under the command of Lord-Admiral Azikyui Yizarus, Trazial’s younger brother - and the enlisted men, bound by oaths to their officers, went along with them. While the crisis was averted, and Not’zar eventually placed as Lord-Regent of the Hegemony, it illustrated the potential issue of disloyal officers, particularly those who were from the original pirate fleet assembled by S’kresti. Not’zar would respond to this by initiating a fleet-wide purge of officers under the direction of Lord-Admiral Trazial Yizarus - who had sided with the Lord-Regent during the crisis - in order to turn the naval officer corps into not only a professional force, but one that was loyal to the Izweski alone. This purge laid the foundation of the modern officer corps known today, with sweeping reforms that for the first time opened education centers similar to officer-candidate-schools, where potential officers would be taught the fine points of space warfare, while also heavily indoctrinated with engrained senses of loyalty to the Izweski. Yizarus would use his powers as director of the purge to install many of his clan within the reformed officer corps, resulting in clan Yizarus making up a vast majority of the navy's higher ranking members. With the arrival of the K’lax, Not’zar saw an opportunity to expand these schools as well as the navy itself, and began inducting K’lax as not only instructors, but officers for his new fleet. Today, the officer corps of the Hegemonic navy is composed of military professionals, who despite using outdated tactics, are loyal and eager to serve their Hegemon and his clan, but who will also never forget the betrayal of half the fleet during the succession crisis.

For the enlisted however, the story is different. Little has changed for them since the Hegemonic Navy was first formed, and they toil under their officers the same way they always have. Ships have become more modern and training generally become higher quality, but for many advanced tasks, officers are still relied upon. For many of the enlisted ranks, they are keenly aware that despite having reached a pinnacle of what may be their military careers, and trained beyond what even some armsmen undergo, they are still lessers of their officers, who view the enlisted as little more than rabble whose help is needed to run the ship in combat. The enlisted members of the navy are trained to do their tasks in rote order, doing one thing after the other day in and day out, rather than truly thinking for themselves. Onboard a Hegemonic vessel, whenever serious repairs are undertaken or things outside of what enlisted would consider their daily tasks done, it is common to see officers holding the tools, or completing the task; though sometimes, a particularly trusted enlisted man might be given a rank similar to standard-bearer, plus some extra training, and work in an officers stead. This lack of intensive training for the enlisted of the navy is born out of a mistrust by the nobility of the Hegemony, who Not’zar was forced to yield to. The biggest concern for any noble is that a peasant uprising would be able to occur aboard one of the vessels of the Hegemonic Navy, and that the peasants, once in control, would be able to effectively operate the vessel. Therefore, outside of the countless minor tasks needed to keep a starship functioning, the training of larger operations, such as firing the weaponry, piloting, and so forth, is entrusted only to the majority noble officer corps.

It is debatable what effect this has had on the effectiveness of the Hegemonic Navy. One could argue it has no effect at all, but that would only be because the Navy’s tactics are so outdated that their baseline effectiveness is too low for this type of stringent difference in training to have an effect. What is more important is the effect that this has on the Navy’s morale. While officers generally live in good conditions, well compensated for their service with a high degree of freedom, the enlisted ranks find themselves curtailed, poorly-compensated, and looked down upon by their officers. Morale within the enlisted ranks is therefore incredibly poor, with consequences for the Hegemonic Navy. Under Not’zar’s reforms post-succession crisis, he believed that the enlisted ranks could be filled out on a volunteer basis - a man would volunteer for a set term, before either re-enlisting or being discharged to pursue other goals. Due to poor morale, re-enlistment rates within the navy are incredibly low, near twenty percent for non-Vaurca, resulting in what many call a “revolving door scenario” where men simply move through the navy instead of remaining in it. These men mostly look beyond Moghes to the rest of the stars for future work, using their limited experience with the Hegemonic Navy to secure positions with human megacorporations throughout the rest of civilized space. So far, there has been no attempt to reform the navy to deal with this problem, as the Hegemony has been dealing with more pressing matters. Mizaruz Izweski has begun to make noises about it, calling it a shame, and pushing the Hegemony - most notably the Yizarus clan - to begin reforming the navy so that it may better treat its enlisted members, and thereby hold onto them for longer.

As the Navy and the Kataphract Guild have served similar roles - acting as forces directly answerable to the Hegemony - it is perhaps natural that a rivalry has developed between the two groups. Some among the Navy’s personnel tend to, though with respect for their prowess in combat, view the Kataphracts as arrogant - seeing their adherence to ancient tradition as nothing more than a way to make themselves seem more grand, and their mercenary work across the wider Spur as a dereliction of duty. The worst views of the Kataphracts among the navy see the wandering knights as treating their service to the Hegemon as an inconvenient fact rather than a duty, and wasting the resources given them by the Izweski on wandering about the Spur going on adventures.

The Kataphracts, meanwhile, have a similar opinion of the Navy - believing that, though they provide a necessary service, they are not true warriors, only experiencing combat from across the vastness of space - and that their insistence on looking down on those who serve the Hegemon elsewhere dishonors them. Though the two groups have often cooperated in military actions, there is a general spirit of competition and one-upping between Kataphracts and Naval forces when this does occur - with the Kataphract-Hopefuls tending to become far more invested in the rivalry than their superiors.

Ranks of the Izweski Navy

Naval Auxiliary (Sinta’unathi: Zurekeha): As the navy is a fully professional army, there are no such things as levies. Thus, despite similar names, Naval Auxiliaries do not work exactly like their planetary counterparts. Naval Auxiliaries are, for all intent and purposes, a new recuit still learning about life on a ship. These can fill many roles so long as they are supervised by other crewmembers, when they are not taking care of chores across the ship. Auxiliary are paid a pittance, but thankfully rarely stay at this rank for long, as it generally takes just a month or two for them to reach the rank of Shipman.

Shipman (Sinta’unathi: Zunha): The backbone of the Izweski Navy, the Shipmen can tend to anything across a ship, from security to cooking, from logistics to gunnery, boarding and EVA combat to engineering. Shipmens are never seen operating on their own, unless something went truly wrong, and are instead under the constant of authority of another superior, no matter their situation or role.

Naval Specialist (Sinta’unathi: Zuozas): Much like with their planteray counterparts, this is an in-between rank, applied to shipmen with skills outside of combat that are of use on the battlefield. This rank is frequently used for medics, engineers, technicians, chaplains and any others, an odd mixture of any and all specialists within a lord’s military force. Though the Navy happens to have a little more women in its ranks than in the plantary force, the rank of specialist is still the place where they are more often seen.

Flagbearer (Sinta’unathi: Zuruki): As the name suggests, the Flagbearers work much like their planteray counterparts as well. They are tasked with leading entire teams as well as taking responsabilities for them, and these teams might fill any role, they could be compared to the department command members of the Horizon in that sense. Flagbearers can also rarely be seen commanding ships, generally small shuttle-sized crafts to lead a fireteam, for instance.

Shipmaster (Sinta’unathi: Karzuo): The lowest ranks for officers, the Shipmasters, as the name implies, get to command their own ships. Said ships, however, are generally smaller or otherwise less important crafts: Foundation-class Corvettes, ships relagated to lone patrol missions, support and logistics crafts, and so on.

Squadronmaster (Sinta’unathi: Uzwezuo): Squadronmasters get to command their own ships as well, though these are very often much more important. Brawlers, Bulwarks, and the occasional support ship if its mission is truly important. As their name suggest, though, their authority extend beyond their own ships. The vessels Squadronmasters lead are rarely alone, and have their own small fleet, a squadron, around them, with strike and escort crafts that are all under their authority.

Admiral (Sinta’unathi: Zura’saa): Traditionally called Fleetmasters in the old Moghesian Navy, the Admirals earned their new name as the first modern fleets of the Izweski Navy were formed to differentiate them from their planetary counterpart. The Admirals are tasked with leading an entire fleet, as well as the flag-ship they command from. In practice there are currentlyonly four Admirals, one for each fleet. Beyond being military leaders, Admirals also have some political sway, and are often called to provide advice to the Hegemon itself, for instance when Hegemon Not'zar Izweski gathered the Admirals to discuss about how implicated loyal pirates should be in their service.

Vessels and Equipment

When it was first formed at the order of Hegemon S’kresti, the Izweski Navy was a ramshackle collection of vessels - stolen and retrofitted civilian freighters and shuttles, with crudely-mounted weapons - capable of defending against pirates, perhaps, but not of facing any greater threat. Though the Navy was able to threaten the forces of the Sol Alliance and Nralakk Federation into withdrawing from Ouerea, no one among the Izweski was under any delusion that if the alien powers had chosen to remain on the planet, the fledgling Navy would have stood a shadow of a chance.

Since then, however, enormous strides have been made. The Izweski Navy has vessels of its own, and well-equipped and professional troops aboard them. This is in large part thanks to two factors - the investment of Hephaestus Industries, and the arrival of the K’lax Hive in Uueoa-Esa. Though a Hegemonic shipbuilding guild did exist briefly in the form of Hegeranzi Starworks, it was unable to live up to the Hegemon’s expectations, and was soon absorbed by Hephaestus. With the aid of Hephaestus’s wealth and experience in the field, the earliest versions of Izweski-designed ships began to be produced - which was only amplified by the arrival of the K’lax. Though the Vaurcae had little experience with spaceflight, they had access to technology far beyond the wildest dreams of the Unathi, and their ability for mass industrial work was invaluable. Through working with K’laxan and Hephaestus scientists and engineers, the Izweski Hegemony has begun to produce five main ship classes, as well as various associated shuttles, fighters and gunships - a comprehensive list of which can be found here.

Many of the Izweski Navy’s military vessels are equipped with weapons produced by human manufacturers - with Kumar Arms rotary guns often being seen on the smaller corvettes and fighters of the Navy. However, their engineers have made great strides in weapon design, and much of the Navy’s modern-day equipment is now Izweski-designed, Izweski-produced and Izweski-wielded.

The Hegemony Model I ‘Bruiser’ was the first spaceship-mounted weapon to be designed by Izweski engineers - a simple enough design for a heavy ballistic cannon. The Bruiser is also notable for the light weight of its ammunition, allowing an Unathi to carry a shell without need of mechanical assistance - minimizing the expensive equipment that a vessel might require to fight. The Model I Bruiser was inaccurate, slow to fire and prone to overheating, leading to the design of the commonly-used Hegemony Model II ‘Bruiser’, largely seen on the corvettes and destroyers of the Izweski Navy. The Model II is faster, more accurate and capable of firing at much higher velocities, enabling the smaller ships of the Navy to punch above their weight class in battle.

The Hegemony Model III ‘Fury’ is the main armament of Brawler-class destroyers - a heavy mass driver weapon designed by some of the brightest minds of the K’lax. Firing enormous magnetic slugs, the Fury is capable of tearing lightly-armored vessels such as those often flown by pirates to shreds. Each of the Hegemony’s Cataclysm-class vessels is equipped with a full battery of these guns, and the theoretical design of the Hammer-class would also rely on these as its primary weapon.

The Hegemony Model IV ‘Aperture’ is only an armament in name, equipped on most small vessels such as Brawler and Foundation-class vessels, and is essentially a battery of cannons designed to fire boarding pods containing heavily armored Unathi or K’lax warriors into enemy vessels, where they will wreak havoc. The Aperture is the result of Unathi ground forces being much better equipped compared to the navy, and their powerful hardsuits often providing a notable advantage even in space battles. It is usually equipped on smaller, fast-moving vessels as according to Izweski battle doctrine, these vessels should close the engagement distance with an enemy fleet with capital ships providing fire support from a stand-off distance.

The Hegemony Model V ‘Sk’akh’s Spear’ is the first energy weapon designed by the Izweski Navy - a heavy laser cannon, designed to tear through even the heaviest of armor. The size of these cannons leads to an enormous power strain on the vessel, meaning that only the larger ships of the Navy are capable of firing them for any amount of time. Their power drain can also cause wild fluctuations in a vessel’s shields, and while this has not proved a fatal flaw so far, it may prove troublesome for the Navy in future. Due to its design being based on the energy weapons often used by Izweski ground forces, the Model V’s beams have a distinctive golden glow to them - resembling some ancient depictions of the Aspect of the Warrior, and granting it its name.

The Hegemony Model VI ‘Shieldbreaker’ is the other energy weapon currently fielded by the Izweski Navy - an enormous ion cannon, mounted on Bulwark-class vessels. The Shieldbreaker is designed for exactly what its name says - to overwhelm shields and guidance systems of enemy vessels, allowing the fleet to annihilate the helpless vessel. Similarly to the Model V, this weapon drains enormous amounts of power - and due to its electromagnetic pulse, it cannot be fired without first lowering a vessel’s shields. This makes use of the Shieldbreaker a risky, yet potentially battle-shifting prospect for captains - though so far, it has seen little use in battle.

The Hegemony Model VII ‘Glory’ Battery is perhaps the most impressive - at least in theory - design of the Izweski Navy. An enormous railgun battery, so far its only use has been on the Cataclysm-class dreadnoughts, where it makes up the bulk of their long-distance offensive capability. The Glory is capable of firing hundreds of railgun slugs extremely quickly - to devastating effect in all field tests. Though the Cataclysm-class bristles with other weaponry, those who have crewed them tend to speak particularly fondly of the Glory - believing that there is no weapon in the Spur capable of rivaling its sheer power. Whether or not that is true, however, has yet to be determined.

Tactics

When it comes to the tactics of the Izweski Hegemony, the first thing that comes to many people’s mind is the tactic of ramming. Popularized in the media, particularly after the formation of the Hegemonic Fleet when its first battles were being fought, contrary to popular opinion, ramming is not the standard Izweski battle strategy. While was once used under the more traditionalist pirate captains who made up the original navy, it has since been phased out by Not’zar’s reforms - as Captains and Admirals are schooled properly on the tactics of space warfare. However, despite this schooling, it still remains within the public consciousness and many young captains, eager to win fame and glory for themselves, will unnecessarily resort to it, causing severe damage to their vessels in doing so. This high-risk behavior is often strictly punished by high command, with Lord-Admiral Yizarus having reportedly to throw any captain foolish enough to attempt such a maneuver out an airlock.

The preferred Izweski battle tactic is one of stand-off and rush, using their capital ships' powerful weaponry to cripple the enemy, while the faster Brawlers and other escorts close distance with the enemy fleet in order to employ their Apertures. The secondary reasoning behind this tactic is an economic one. The Hegemony has never been a rich nation, and replacing capital ships lost in action is an expensive undertaking, one that is better avoided if possible. This tactic has been used to much effect in the past, but only against pirate fleets, rather than other professional interstellar navies. However, it comes with one main drawback in the modern day, the lack of capital ships available to the Izweski Navy. With the ongoing phoron scarcity, the Hegemony does not have enough phoron to effectively power the bluespace drives of its larger ships, leaving them stranded in orbit around key planets within the Uueoa-Esa system, such as Moghes, Ouerea, and Tret. The lack of these capital ships has diminished the effectiveness of the Izweski’s main battle tactic, making it almost impossible for smaller ships to close the distance with enemy forces without taking unacceptable losses. There have been many proposed changes to account for this, but for now, the navy seems to still be unable to effectively cope with the loss of their biggest vessels.

Yet these common tactics, even at full effectiveness, go directly against the supposed strategy of the navy. In theory, the Izweski Navy embraces a strategy of hit and run, harassing enemy vessels before quickly maneuvering out of engagement range before battle can begin in earnest. However in order to board troops, a key part of Izweski Tactics, vessels must get close to enemy formations, significantly hindering their ability to flee before being destroyed or otherwise receiving damage. The Hegemony so far has not yet encountered an issue with this, as the strategy of hit and run is only considered a strategy against “near-peer” foes such as other nations interstellar navies. Yet, it goes to illustrate the core failing of the Hegemonic Navy, being a new force that has not yet had the time others have to properly develop strategies and tactics that synergize with each other.

Admirals

The admirals of the Izweski Navy are each skilled tacticians - with Lord-Admiral Yizarus especially having been celebrated as the mind behind many of the victories that the Navy has achieved in recent years. Each of them has a unique approach to battle, and while their opportunities for a true test have been limited so far, even the most hardline opponent of the Hegemon must admit that he has chosen well.

Lord-Admiral Yizarus is known for his patience and harshness - an odd combination. He punishes failure among his officers strongly, and though it is the nature of an admiral’s position that sacrifices must be made, he is feared and respected in equal measure for his willingness to make such difficult choices with little hesitation. His patience manifests in his tactics - where other commanders may rush in, Yizarus is seemingly always calm, collected and capable of making a strategic decision. It is rumored that some of the crew of the Lord-Admiral’s flagship, the famed HMV Cataclysm, have a running bet as to who can get the infamously stone-faced Yizarus to laugh. The current pot is believed to sit somewhere around four thousand credits, six kegs of xuizi, and a Siro-class fighter. To date, no one has been able to claim the prize. This unflappable exterior, combined with his prowess as a defensive commander, has led the Lord-Admiral to be nicknamed ‘Old Ironscales’ by his men - though never to his face. Yizarus has been a foundational figure in the modern Izweski Navy - and should war come to the Hegemony, it has never been a question who will be leading its navy into the fray.

Lord-Admiral Gour'za, of the Second Fleet, is known for his rapid and aggressive tactics - often engaging in strategies that his peers have criticized as reckless, though these strategies have succeeded far more than they have failed. Part of this aggression in battle is due to his precarious position - as a commoner raised to such a high rank, he knows that he must do twice as well as his rivals for half the acclaim, for the slightest slipup could be used as an excuse to strip his rank from him. Gour’za is considered something of a maverick among the Izweski court - unfamiliar with the usual manner in which a nobleman conducts war, yet brilliantly and astoundingly effective at it. Due to his lowly origins, Gour’za is loved by the enlisted, and often despised by the officers of his fleet - with the former viewing him as an aspirational figure, who rose to the ranks of the aristocracy and proved himself better than all of them. Many among the noble officers, however, tend to view him as a jumped-up commoner with no business giving them orders - though these thoughts are best-left unexpressed, as Gour’za is all too willing to crack down on dissent within his fleet. The nobles have all manner of names for Gour’za, best left unsaid - but the enlisted men of his fleet know him by one name, “The Hegemon’s Spear”. Wherever enemies of the Izweski may wait, the enlisted of the Second Fleet know one man who will be leading the assault - and based on his history, may well be leading it to victory.

Lord-Admiral Za’Akaix’Xitac K’lax, of the Fourth Fleet, is by far the most distinctive of the Izweski Navy’s admirals. The K’laxan Warrior is young, having emerged from virtual reality ten years ago - but it has rapidly proven its unorthodox genius in command, rising to become the Queen Vedhra’s personal military advisor prior to its appointment to the Navy. There is a reason the Third Fleet, prior to its inactivity, was known as the ‘Xsain Fleet’ - and it is not just due to the Vaurca commanding them. Xitac’s tactics are incomprehensible, baffling and often appear insane - yet so far, the Vaurca admiral has gone undefeated in battle, often relying on seemingly random chance to deliver a victory. Some speculate this is due to some hidden Vaurca technology, or the processing power of the Cephalons allowing Xitac to predict the future - but whatever the case, the Sinta of the Third Fleet, wherever they may be now, have grown proud of their alien commander, proclaiming the virtues of “Xitac the Undefeated” to their fellows in other fleets. Xitac is alien, often incomprehensible, and if reports are to be believed, downright terrifying to actually speak to - but the warriors of the Third would rather follow no one else, to the ends of the Spur and beyond. A common saying among the former Third Fleet regarding their admiral expresses this perfectly - “We’d fly to the Chained Waste and back if the Xsain ordered us - and he would.”